2019-12-26 14:45:42 -05:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3055495 on 2016/07/19 by Marc.Olano
Allow Noise material node on mobile
No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions.
#jira UE-33345
Change 3055602 on 2016/07/19 by Luke.Thatcher
Fix crash bug in D3D11 RHI when selecting adapters.
- Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device).
#jira UE-33236
Change 3055890 on 2016/07/19 by Daniel.Wright
Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was
Change 3055891 on 2016/07/19 by Daniel.Wright
Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports
* This will effectively double partial distiance field update costs until clipping of the update regions is implemented
Change 3055892 on 2016/07/19 by Daniel.Wright
Higher poly light source shapes drawn into reflection captures
Change 3055893 on 2016/07/19 by Daniel.Wright
More info to 'Incompatible surface format' GNM assert
Change 3055904 on 2016/07/19 by Daniel.Wright
Reflection environment normalization improvements
* Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely.
* When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene.
* Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data.
* The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness
* Removed unused r.DiffuseFromCaptures
* Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8
Change 3055905 on 2016/07/19 by Daniel.Wright
Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV
Change 3059486 on 2016/07/21 by Nick.Penwarden
Testing #uecritical
Change 3060558 on 2016/07/21 by Daniel.Wright
Fixed skylight with specified cubemap being black
Change 3061999 on 2016/07/22 by Marcus.Wassmer
Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up.
Change 3062241 on 2016/07/22 by Daniel.Wright
Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms
Change 3062244 on 2016/07/22 by Daniel.Wright
Discard old prenormalized reflection environment data on load
Change 3062283 on 2016/07/22 by Daniel.Wright
MSAA support for the forward renderer
* AntiAliasing method is chosen in Rendering project settings, DefaultSettings category
* Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing
* Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA
* The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content
* Added r.MSAACount which defaults to 4
* Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve
* GBuffer targets are no longer allocated when using the forward renderer
* Decal blend modes that write to the GBuffer fall back to SceneColor emissive only
Change 3062666 on 2016/07/23 by Uriel.Doyon
Added legend to streaming accuracy viewmodes
Added a new helper class FRenderTargetTemp to be reused in different canvas rendering.
Exposed the pass through pixel shader so that it can be reused.
#review-3058986 @marcus.wassmer
Change 3063023 on 2016/07/25 by Luke.Thatcher
Fix "RecompileShaders Changed" when using Cook On The Fly.
#jira UE-33573
Change 3063078 on 2016/07/25 by Ben.Woodhouse
Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc
Change 3063315 on 2016/07/25 by Ben.Woodhouse
Fix div 0 in motion blur. This caused artifacts in some fairly common cases
#jira UE-32331
Change 3063897 on 2016/07/25 by Uriel.Doyon
Fixed missing qualifier on interpolants
Change 3064559 on 2016/07/26 by Ben.Woodhouse
Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
Tested fix on xbox, PC and PS4, using QAGame
#jira UE-28592
Change 3064896 on 2016/07/26 by Ben.Woodhouse
Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16)
Change 3064913 on 2016/07/26 by Ben.Marsh
Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings.
Change 3065326 on 2016/07/26 by Uriel.Doyon
Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
#jira UE-32585
Change 3065541 on 2016/07/26 by Daniel.Wright
Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading
Change 3065543 on 2016/07/26 by Daniel.Wright
Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
Change 3065545 on 2016/07/26 by Daniel.Wright
Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale.
Fixed reflection capture feedback with base pass reflections
Change 3066783 on 2016/07/27 by Daniel.Wright
Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot
Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3)
Change 3066794 on 2016/07/27 by Daniel.Wright
Fixed crash rendering planar reflections due to NULL PostProcessSettings
Change 3067412 on 2016/07/27 by Daniel.Wright
Fix for OpenGL4 with uint interpolator
Change 3068470 on 2016/07/28 by Daniel.Wright
Fixed crash rendering translucency with translucent shadows which were determined to be invisible
Change 3069046 on 2016/07/28 by Daniel.Wright
Handle null Family in SetupAntiAliasingMethod
Change 3069059 on 2016/07/28 by Daniel.Wright
Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface)
Change 3069391 on 2016/07/28 by Daniel.Wright
Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright
Change 3070369 on 2016/07/29 by Daniel.Wright
r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing
Change 3070370 on 2016/07/29 by Daniel.Wright
Bumped reflection capture DDC version to get rid of legacy prenormalized data
Change 3070680 on 2016/07/29 by Marcus.Wassmer
Fix slate ensure that is most likely a timing issue exposed by rendering.
#ue-33902
Change 3070811 on 2016/07/29 by Marcus.Wassmer
Fix ProjectLauncher errors when loading old versions
#ue-33939
Change 3070971 on 2016/07/29 by Uriel.Doyon
Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory
Change 3071452 on 2016/07/31 by Uriel.Doyon
Updated the legend description for the (texture streaming) primitive distance accuracy view mode
[CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
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#include "WideCustomResolveShaders.h"
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "StaticBoundShaderState.h"
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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3055495 on 2016/07/19 by Marc.Olano
Allow Noise material node on mobile
No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions.
#jira UE-33345
Change 3055602 on 2016/07/19 by Luke.Thatcher
Fix crash bug in D3D11 RHI when selecting adapters.
- Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device).
#jira UE-33236
Change 3055890 on 2016/07/19 by Daniel.Wright
Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was
Change 3055891 on 2016/07/19 by Daniel.Wright
Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports
* This will effectively double partial distiance field update costs until clipping of the update regions is implemented
Change 3055892 on 2016/07/19 by Daniel.Wright
Higher poly light source shapes drawn into reflection captures
Change 3055893 on 2016/07/19 by Daniel.Wright
More info to 'Incompatible surface format' GNM assert
Change 3055904 on 2016/07/19 by Daniel.Wright
Reflection environment normalization improvements
* Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely.
* When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene.
* Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data.
* The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness
* Removed unused r.DiffuseFromCaptures
* Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8
Change 3055905 on 2016/07/19 by Daniel.Wright
Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV
Change 3059486 on 2016/07/21 by Nick.Penwarden
Testing #uecritical
Change 3060558 on 2016/07/21 by Daniel.Wright
Fixed skylight with specified cubemap being black
Change 3061999 on 2016/07/22 by Marcus.Wassmer
Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up.
Change 3062241 on 2016/07/22 by Daniel.Wright
Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms
Change 3062244 on 2016/07/22 by Daniel.Wright
Discard old prenormalized reflection environment data on load
Change 3062283 on 2016/07/22 by Daniel.Wright
MSAA support for the forward renderer
* AntiAliasing method is chosen in Rendering project settings, DefaultSettings category
* Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing
* Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA
* The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content
* Added r.MSAACount which defaults to 4
* Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve
* GBuffer targets are no longer allocated when using the forward renderer
* Decal blend modes that write to the GBuffer fall back to SceneColor emissive only
Change 3062666 on 2016/07/23 by Uriel.Doyon
Added legend to streaming accuracy viewmodes
Added a new helper class FRenderTargetTemp to be reused in different canvas rendering.
Exposed the pass through pixel shader so that it can be reused.
#review-3058986 @marcus.wassmer
Change 3063023 on 2016/07/25 by Luke.Thatcher
Fix "RecompileShaders Changed" when using Cook On The Fly.
#jira UE-33573
Change 3063078 on 2016/07/25 by Ben.Woodhouse
Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc
Change 3063315 on 2016/07/25 by Ben.Woodhouse
Fix div 0 in motion blur. This caused artifacts in some fairly common cases
#jira UE-32331
Change 3063897 on 2016/07/25 by Uriel.Doyon
Fixed missing qualifier on interpolants
Change 3064559 on 2016/07/26 by Ben.Woodhouse
Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
Tested fix on xbox, PC and PS4, using QAGame
#jira UE-28592
Change 3064896 on 2016/07/26 by Ben.Woodhouse
Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16)
Change 3064913 on 2016/07/26 by Ben.Marsh
Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings.
Change 3065326 on 2016/07/26 by Uriel.Doyon
Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
#jira UE-32585
Change 3065541 on 2016/07/26 by Daniel.Wright
Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading
Change 3065543 on 2016/07/26 by Daniel.Wright
Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
Change 3065545 on 2016/07/26 by Daniel.Wright
Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale.
Fixed reflection capture feedback with base pass reflections
Change 3066783 on 2016/07/27 by Daniel.Wright
Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot
Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3)
Change 3066794 on 2016/07/27 by Daniel.Wright
Fixed crash rendering planar reflections due to NULL PostProcessSettings
Change 3067412 on 2016/07/27 by Daniel.Wright
Fix for OpenGL4 with uint interpolator
Change 3068470 on 2016/07/28 by Daniel.Wright
Fixed crash rendering translucency with translucent shadows which were determined to be invisible
Change 3069046 on 2016/07/28 by Daniel.Wright
Handle null Family in SetupAntiAliasingMethod
Change 3069059 on 2016/07/28 by Daniel.Wright
Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface)
Change 3069391 on 2016/07/28 by Daniel.Wright
Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright
Change 3070369 on 2016/07/29 by Daniel.Wright
r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing
Change 3070370 on 2016/07/29 by Daniel.Wright
Bumped reflection capture DDC version to get rid of legacy prenormalized data
Change 3070680 on 2016/07/29 by Marcus.Wassmer
Fix slate ensure that is most likely a timing issue exposed by rendering.
#ue-33902
Change 3070811 on 2016/07/29 by Marcus.Wassmer
Fix ProjectLauncher errors when loading old versions
#ue-33939
Change 3070971 on 2016/07/29 by Uriel.Doyon
Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory
Change 3071452 on 2016/07/31 by Uriel.Doyon
Updated the legend description for the (texture streaming) primitive distance accuracy view mode
[CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
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#include "ShaderParameterUtils.h"
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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3244756 on 2017/01/03 by Marcus.Wassmer
Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3248667 on 2017/01/05 by Olaf.Piesche
Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure
#jira UE-40160
Change 3249324 on 2017/01/06 by Marcus.Wassmer
Resave with an actual version to stop cook warning
Change 3249611 on 2017/01/06 by Marcus.Wassmer
Just remove warning-causing niagara data for now.
Change 3308052 on 2017/02/16 by Rolando.Caloca
DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute
Change 3308109 on 2017/02/16 by Rolando.Caloca
DR - Upgrade glslang to 1.0.39.1
Change 3308111 on 2017/02/16 by Rolando.Caloca
DR - Update Vulkan distribution to 1.0.39.1
Change 3308153 on 2017/02/16 by Rolando.Caloca
DR - Updated glslang libs
Change 3308842 on 2017/02/17 by Rolando.Caloca
DR - Fixed copy/paste
Change 3310007 on 2017/02/17 by Chris.Bunner
Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971.
#jira UE-37792
Change 3310154 on 2017/02/17 by Chris.Bunner
Assert when attempting to add a custom material attribute already in the base attributes list.
Change 3310155 on 2017/02/17 by Chris.Bunner
PR #3231: Validate material index before accessing (Contributed by projectgheist)
#jira UE-41774, UE-41788
Change 3310162 on 2017/02/17 by Chris.Bunner
PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist)
#jira UE-41823, UE-41950
Change 3310176 on 2017/02/17 by Chris.Bunner
Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini).
Update to AGS 5.0.5.
Partial code tidy up.
Change 3310187 on 2017/02/17 by Chris.Bunner
Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression.
#jira UE-41594
Change 3310215 on 2017/02/17 by Chris.Bunner
Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available).
More descriptive error for missing Cubemap UV input on TextureSample material node .
#jira UE-33098
Change 3310838 on 2017/02/18 by Joe.Graf
Moved some private functions to public for a licensee
#CodeReview: matt.kuhlenschmidt
#rb: n/a
Change 3311876 on 2017/02/20 by Rolando.Caloca
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
#jira UE-42014
Change 3314139 on 2017/02/21 by Rolando.Caloca
DR - Minor cleanup pass
- Remove FVulkanPendingState
- Renamed some classes for clarity
- Hoist pending UAVs for flush out to pending compute state
Change 3314642 on 2017/02/21 by Rolando.Caloca
DR - Some more renaming
Change 3315431 on 2017/02/21 by Ben.Salem
Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time.
#tests Ran showdown demo several times
Change 3316710 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Fix refract intrinsic
Change 3316718 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Built libs to pick up change from 3316710 - refract fix
Change 3316820 on 2017/02/22 by Benjamin.Hyder
updating Tm-TrigNodes map
Change 3317192 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317528 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317639 on 2017/02/22 by Benjamin.Hyder
Updating Decal on Complex Mesh example in QA-Decals
Change 3317764 on 2017/02/22 by Benjamin.Hyder
Final updates to QA-Decals
Change 3318319 on 2017/02/22 by Rolando.Caloca
DR - minor reorg/rename
Change 3318379 on 2017/02/22 by Rolando.Caloca
DR - more cleanup
Change 3321181 on 2017/02/24 by Rolando.Caloca
DR - Fix GL bug
Change 3321247 on 2017/02/24 by Rolando.Caloca
DR - Fix misc bugs
Change 3321898 on 2017/02/24 by Chris.Bunner
Only issue clear TLV dispatch if required.
#jira UERNDR-193
Change 3321904 on 2017/02/24 by Chris.Bunner
Added comment for potential future optimization.
Change 3322013 on 2017/02/24 by Uriel.Doyon
Fixed separate translucency being affected by Gaussian DOF
#jira UE-40489
Change 3322517 on 2017/02/24 by Uriel.Doyon
Fixed issue with InvestigateTexture command removing budget limit.
Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures.
#jira UE-40485
Change 3323470 on 2017/02/27 by Chad.Garyet
Removing DDC job from dev-rendering
Change 3323479 on 2017/02/27 by Chad.Garyet
Removing RDU agent type
Change 3323519 on 2017/02/27 by Chad.Garyet
removing NCL/LHR/SEA agent types to clean up space
Change 3323639 on 2017/02/27 by Benjamin.Hyder
More updates to QA-Decals
Change 3324207 on 2017/02/27 by Uriel.Doyon
Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias
Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef
Change 3324396 on 2017/02/27 by Uriel.Doyon
Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization
#jira UE-40485
Change 3325227 on 2017/02/28 by Chris.Bunner
Fix-up AMD AGS libs.
Change 3325566 on 2017/02/28 by Uriel.Doyon
Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num
Change 3326009 on 2017/02/28 by Uriel.Doyon
Better fix for 3325566, as the previous fix would ignore the material instance overrides.
Change 3327058 on 2017/03/01 by Benjamin.Hyder
Preparing TM_Shadermodels map for automation
Change 3328222 on 2017/03/01 by Chris.Bunner
Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals.
#jira UE-42449, UE-42446
Change 3329848 on 2017/03/02 by Uriel.Doyon
Added some extra logs to help track UE-42168
Change 3329977 on 2017/03/02 by Rolando.Caloca
DR - Fix bad clear value
Change 3330008 on 2017/03/02 by Benjamin.Hyder
More preparations for QA-Decals automation
Change 3330754 on 2017/03/02 by Daniel.Wright
Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything
Change 3331451 on 2017/03/03 by Marc.Olano
Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal
Change 3331839 on 2017/03/03 by Rolando.Caloca
DR - hlslcc - add missing file to project
Change 3332247 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel
PR #3305
#jira UE-42393
Change 3332259 on 2017/03/03 by Rolando.Caloca
DR - Fix bad index into pixel formats
PR #3237
#jira UE-41855
Change 3332305 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers
PR #3271
#jira UE-32618
Change 3332313 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel (properly)
PR #3305
#jira UE-42393
Change 3332317 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers (properly)
PR #3271
#jira UE-32618
Change 3332368 on 2017/03/03 by Rolando.Caloca
DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan
Change 3333690 on 2017/03/06 by Daniel.Wright
[Copy] Changing movable skylight properties no longer affects static draw lists
Change 3333693 on 2017/03/06 by Daniel.Wright
[Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations
Change 3333705 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting.
* 8 bit uses half memory but introduces error for thin surfaces or large meshes.
Change 3333721 on 2017/03/06 by David.Hill
DecalProxy:
Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component).
Change 3333772 on 2017/03/06 by Daniel.Wright
[Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur.
Change 3333790 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance field generation uses Embree, for a 2.5x speedup
* Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging
Change 3333822 on 2017/03/06 by Daniel.Wright
[Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp
* Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up
Change 3333827 on 2017/03/06 by Daniel.Wright
[Copy] Range compress 8bit distance fields - gets one extra bit of precision on average
Change 3333828 on 2017/03/06 by Daniel.Wright
[Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low
Change 3333831 on 2017/03/06 by Daniel.Wright
Non-editor compile fix
Change 3333836 on 2017/03/06 by Daniel.Wright
[Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb.
Change 3333843 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionExponent to skylight component
* Useful for brightening up indoors without losing contact shadows as MinOcclusion does
Change 3333845 on 2017/03/06 by Daniel.Wright
[Copy] Capsule shadow BP functions
Change 3333850 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionCombineMode to skylight component
Change 3333854 on 2017/03/06 by Daniel.Wright
[Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu
Change 3333857 on 2017/03/06 by Daniel.Wright
[Copy] Clear light attenuation for local lights with a quad covering their screen extents
* Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms.
* Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4
Change 3333860 on 2017/03/06 by Daniel.Wright
[Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory
Change 3333861 on 2017/03/06 by Daniel.Wright
[Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas
Change 3333869 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric Fog using a volume texture mapped to the camera frustum
* Volumetric fog can be enabled on an Exponential Height Fog component with additional controls
* Lights have a VolumetricScatteringIntensity
* New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale
* Lighting features supported:
* Directional light with CSM and a light function
* Point / spot lights without shadows / light functions / IES profiles
* Skylight with occlusion from distance fields
* Analytical height fog covers the view range past where the volumetric fog ends
* Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability
* Translucency integrates properly into volumetric fog
* Height fog StartDistance is not supported by volumetric fog and should be set to 0.
Change 3333894 on 2017/03/06 by Daniel.Wright
[Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering
Change 3333902 on 2017/03/06 by Daniel.Wright
[Copy] Better handling of volumetric fog enabled with distance of 0
Change 3333903 on 2017/03/06 by Daniel.Wright
[Copy] Fixed volumetric fog trying to render light functions for a point light
Change 3333908 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric materials
* Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities.
* Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius
* Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice.
* Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely
Change 3334134 on 2017/03/06 by Daniel.Wright
[Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree.
Change 3334420 on 2017/03/06 by Daniel.Wright
Fixed RTDF shadows
Change 3335467 on 2017/03/07 by Benjamin.Hyder
Initial submission of QA-Decals map to EngineTest
Change 3335556 on 2017/03/07 by Daniel.Wright
Changed mesh distance field default format back to R16f
Change 3338020 on 2017/03/08 by Daniel.Wright
Disable volumetric fog in vertex shaders for feature levels which don't support it
Change 3339394 on 2017/03/09 by Chris.Bunner
Correctly handle material texture translation error edge case.
#jira UE-42579, UE-42670
Change 3339992 on 2017/03/09 by Daniel.Wright
Only compile volumetric fog shaders on supporting platforms
Change 3341858 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
#RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite
Change 3342004 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
Fix unity build
#RB Marcus.Wassmer
Change 3343307 on 2017/03/13 by Marcus.Wassmer
Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc)
Change 3343732 on 2017/03/13 by Rolando.Caloca
DR - Vulkan compute pipeline & refactor
Change 3344846 on 2017/03/14 by Rolando.Caloca
DR - Android compile fixes
Change 3344883 on 2017/03/14 by Rolando.Caloca
DR - Add missing stencil load/store to PSO initializer
Change 3344985 on 2017/03/14 by Rolando.Caloca
DR - Made load/store actions uint8
Change 3345141 on 2017/03/14 by Rolando.Caloca
DR - vk - Rework render pass hash
Change 3345304 on 2017/03/14 by Benjamin.Hyder
Updating TM-Distancefields map to include TemplateFloor mesh
Change 3345387 on 2017/03/14 by Rolando.Caloca
DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating
Change 3345388 on 2017/03/14 by Rolando.Caloca
DR - Do not stall when creating shaders on Vulkan
Change 3345722 on 2017/03/14 by Chris.Bunner
PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC)
#jira UE-42752
Change 3345723 on 2017/03/14 by Chris.Bunner
Reduce log verbosity causing spamming during landscape editing.
#jira UE-42714
Change 3345725 on 2017/03/14 by Chris.Bunner
[Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes.
Change 3345726 on 2017/03/14 by Chris.Bunner
Typo fixes.
Change 3345732 on 2017/03/14 by Rolando.Caloca
DR - Decouple vertex declaration off BSS
Change 3345746 on 2017/03/14 by Chris.Bunner
Added sign() intrinsic material graph node and delisted material function workaround.
Change 3346042 on 2017/03/14 by Chris.Bunner
Implement missing size query interface for FRenderTargetResources.
#jira UE-41672
Change 3346387 on 2017/03/14 by Daniel.Wright
[Copy] Added VolumetricScatteringIntensity to particle lights
Change 3346389 on 2017/03/14 by Daniel.Wright
[Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs
Disable volumetric fog when the fog show flag is disabled
Change 3346392 on 2017/03/14 by Daniel.Wright
[Copy] Fixed skylight being much too bright on volumetric fog
Change 3346406 on 2017/03/14 by Daniel.Wright
[Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution.
* Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite
Change 3346412 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb
Change 3346414 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb
Change 3346415 on 2017/03/14 by Daniel.Wright
[Copy] Missing file from cl 3338451
Change 3346421 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled
* Volumetric fog converts NaNs to black now so they don't spread
Change 3346422 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaN in volumetric fog with low density values
Change 3346423 on 2017/03/14 by Daniel.Wright
[Copy] Changed default VolumetricFogScatteringDistribution to .2
Change 3346430 on 2017/03/14 by Daniel.Wright
[Copy] New translucent material option to compute fog per pixel instead of the default per vertex
Change 3346432 on 2017/03/14 by Daniel.Wright
[Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass
Fixed lifetimes of temporary Volumetric Fog render targets
Change 3346526 on 2017/03/14 by Daniel.Wright
[Copy] Volumetric Fog supports point and spot light shadows
* These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map)
* Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0'
* Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing
Change 3347053 on 2017/03/15 by Rolando.Caloca
DR - android compile fix
Change 3347384 on 2017/03/15 by Rolando.Caloca
DR - Fix merge issue
Change 3347643 on 2017/03/15 by Marcus.Wassmer
Fix some bugs with the 'disable stationary skylight ffor the project' feature.
Fixes lighting in Persona on Paragon.
Change 3347979 on 2017/03/15 by Rolando.Caloca
DR - Allow to automatically apply cached rendertargets to PSO initializer
Change 3348024 on 2017/03/15 by Rolando.Caloca
DR - Remove NullPS on Vulkan to avoid deadlock
Change 3348303 on 2017/03/15 by Rolando.Caloca
DR - Fix for debugging SCW with material SRT
Change 3348357 on 2017/03/15 by Marcus.Wassmer
Fix stencildither and a stencilref bug that was probably breaking decals sometimes.
Change 3348549 on 2017/03/15 by Marcus.Wassmer
Hopefully fix static analysis for potential nullptr access.
Change 3348614 on 2017/03/15 by Marcus.Wassmer
Duplicate some switch changes to fix crash on launch.
Change 3349369 on 2017/03/16 by Gil.Gribb
Fixed botched merge
Change 3349947 on 2017/03/16 by Rolando.Caloca
DR - Fix for mismatched primitive type
Change 3349956 on 2017/03/16 by Benjamin.Hyder
initial updates to TM-DistanceFields map
Change 3350151 on 2017/03/16 by Rolando.Caloca
DR - Fix UT compile issue
Change 3350155 on 2017/03/16 by Rolando.Caloca
DR - Catch mismatched primitive type on PSOs on D3D11
Change 3350192 on 2017/03/16 by Daniel.Wright
Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor
Change 3350736 on 2017/03/16 by Daniel.Wright
Fixed formatting from merge
Change 3350881 on 2017/03/16 by Rolando.Caloca
DR - Fix texture arrays as UAVs on Metal
Change 3350927 on 2017/03/16 by Rolando.Caloca
DR - Fix warning
Change 3350935 on 2017/03/16 by Daniel.Wright
Fix for materials with non-Surface domains being skipped in mesh passes
Change 3351583 on 2017/03/17 by Marcus.Wassmer
Fix clang platforms
Change 3351917 on 2017/03/17 by Marcus.Wassmer
Fix linux compile
Change 3351973 on 2017/03/17 by Marcus.Wassmer
Fix mismatched rendertargetformat
Change 3352038 on 2017/03/17 by Daniel.Wright
Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing
Change 3352110 on 2017/03/17 by Marcus.Wassmer
Fix missing RT PSO apply
Change 3352695 on 2017/03/17 by Arne.Schober
DR - Remove PSO Rendertarget check in DX12 Resolve with Shader.
#RB Rolando.Caloca
Change 3352960 on 2017/03/17 by Arne.Schober
DR - Fix some things that slipped trough the PSO merge
#RB none
Change 3353150 on 2017/03/18 by Rolando.Caloca
DR - compile fix
Change 3353205 on 2017/03/18 by Arne.Schober
DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode
#RB none
Change 3353207 on 2017/03/18 by Arne.Schober
DR - Fix Confusion
#RB none
Change 3355183 on 2017/03/20 by Nick.Bullard
Fixed up Content orginzation for Decals automation tests in EngineTest
Change 3355627 on 2017/03/20 by Arne.Schober
DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed.
Change 3356342 on 2017/03/21 by Marcus.Wassmer
Fix clang errors
Change 3356591 on 2017/03/21 by Arne.Schober
DR - Fix ensure message
#RB none
Change 3356873 on 2017/03/21 by Arne.Schober
DR - Fix comparission of undefined values in RendertargetApply Check
Change 3357261 on 2017/03/21 by Marcus.Wassmer
Fix LinuxEditor compile
Change 3357294 on 2017/03/21 by Marcus.Wassmer
Add missing SSE functions
Change 3357351 on 2017/03/21 by Frank.Fella
Fix win32 and linux compiler errors
Change 3357370 on 2017/03/21 by Arne.Schober
DR - disable ensure in test builds
#RB Marcus.Wassmer
[CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
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#include "PipelineStateCache.h"
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#include "RenderUtils.h"
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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3055495 on 2016/07/19 by Marc.Olano
Allow Noise material node on mobile
No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions.
#jira UE-33345
Change 3055602 on 2016/07/19 by Luke.Thatcher
Fix crash bug in D3D11 RHI when selecting adapters.
- Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device).
#jira UE-33236
Change 3055890 on 2016/07/19 by Daniel.Wright
Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was
Change 3055891 on 2016/07/19 by Daniel.Wright
Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports
* This will effectively double partial distiance field update costs until clipping of the update regions is implemented
Change 3055892 on 2016/07/19 by Daniel.Wright
Higher poly light source shapes drawn into reflection captures
Change 3055893 on 2016/07/19 by Daniel.Wright
More info to 'Incompatible surface format' GNM assert
Change 3055904 on 2016/07/19 by Daniel.Wright
Reflection environment normalization improvements
* Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely.
* When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene.
* Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data.
* The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness
* Removed unused r.DiffuseFromCaptures
* Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8
Change 3055905 on 2016/07/19 by Daniel.Wright
Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV
Change 3059486 on 2016/07/21 by Nick.Penwarden
Testing #uecritical
Change 3060558 on 2016/07/21 by Daniel.Wright
Fixed skylight with specified cubemap being black
Change 3061999 on 2016/07/22 by Marcus.Wassmer
Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up.
Change 3062241 on 2016/07/22 by Daniel.Wright
Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms
Change 3062244 on 2016/07/22 by Daniel.Wright
Discard old prenormalized reflection environment data on load
Change 3062283 on 2016/07/22 by Daniel.Wright
MSAA support for the forward renderer
* AntiAliasing method is chosen in Rendering project settings, DefaultSettings category
* Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing
* Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA
* The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content
* Added r.MSAACount which defaults to 4
* Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve
* GBuffer targets are no longer allocated when using the forward renderer
* Decal blend modes that write to the GBuffer fall back to SceneColor emissive only
Change 3062666 on 2016/07/23 by Uriel.Doyon
Added legend to streaming accuracy viewmodes
Added a new helper class FRenderTargetTemp to be reused in different canvas rendering.
Exposed the pass through pixel shader so that it can be reused.
#review-3058986 @marcus.wassmer
Change 3063023 on 2016/07/25 by Luke.Thatcher
Fix "RecompileShaders Changed" when using Cook On The Fly.
#jira UE-33573
Change 3063078 on 2016/07/25 by Ben.Woodhouse
Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc
Change 3063315 on 2016/07/25 by Ben.Woodhouse
Fix div 0 in motion blur. This caused artifacts in some fairly common cases
#jira UE-32331
Change 3063897 on 2016/07/25 by Uriel.Doyon
Fixed missing qualifier on interpolants
Change 3064559 on 2016/07/26 by Ben.Woodhouse
Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
Tested fix on xbox, PC and PS4, using QAGame
#jira UE-28592
Change 3064896 on 2016/07/26 by Ben.Woodhouse
Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16)
Change 3064913 on 2016/07/26 by Ben.Marsh
Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings.
Change 3065326 on 2016/07/26 by Uriel.Doyon
Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
#jira UE-32585
Change 3065541 on 2016/07/26 by Daniel.Wright
Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading
Change 3065543 on 2016/07/26 by Daniel.Wright
Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
Change 3065545 on 2016/07/26 by Daniel.Wright
Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale.
Fixed reflection capture feedback with base pass reflections
Change 3066783 on 2016/07/27 by Daniel.Wright
Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot
Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3)
Change 3066794 on 2016/07/27 by Daniel.Wright
Fixed crash rendering planar reflections due to NULL PostProcessSettings
Change 3067412 on 2016/07/27 by Daniel.Wright
Fix for OpenGL4 with uint interpolator
Change 3068470 on 2016/07/28 by Daniel.Wright
Fixed crash rendering translucency with translucent shadows which were determined to be invisible
Change 3069046 on 2016/07/28 by Daniel.Wright
Handle null Family in SetupAntiAliasingMethod
Change 3069059 on 2016/07/28 by Daniel.Wright
Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface)
Change 3069391 on 2016/07/28 by Daniel.Wright
Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright
Change 3070369 on 2016/07/29 by Daniel.Wright
r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing
Change 3070370 on 2016/07/29 by Daniel.Wright
Bumped reflection capture DDC version to get rid of legacy prenormalized data
Change 3070680 on 2016/07/29 by Marcus.Wassmer
Fix slate ensure that is most likely a timing issue exposed by rendering.
#ue-33902
Change 3070811 on 2016/07/29 by Marcus.Wassmer
Fix ProjectLauncher errors when loading old versions
#ue-33939
Change 3070971 on 2016/07/29 by Uriel.Doyon
Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory
Change 3071452 on 2016/07/31 by Uriel.Doyon
Updated the legend description for the (texture streaming) primitive distance accuracy view mode
[CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3511476)
#lockdown Nick.Penwarden
=====================================
MAJOR FEATURES + CHANGES
=====================================
Change 3372740 by Chris.Bunner
[Experimental] Partial compute post process pipeline (r.PostProcess.PreferCompute).
StencilSceneTexture added to deferred list.
A few known issues to be fixed in a follow-up CL.
Change 3374187 by Chris.Bunner
Volume texture support for CombineLUTs/Tonemap compute pass.
Refactored common param code to shared sub-class in CombineLUTs and Tonemap PS/CS.
Skip compute post process out-of-bounds writes.
Unsigned type conversion fixes.
Trimmed compute post process shader inputs.
Change 3441680 by Uriel.Doyon
Added units to point light intensity, to allow the user to specify the value in candelas or lumens.
New point light actors now configure the intensity in candelas by default.
Replaced viewport exposure settings by an EV100 slider.
Hidding the tone mapper in the show flag now still applies the exposure.
Added a new AutoExposure method called EV100 which allows to specify :
- MinEV100, MaxEV100
- Calibration Constnat
- Exposure Compensation
#jira UE-42783
Change 3454636 by Uriel.Doyon
Fixed point light having an extra scale of 16 in mobile
#jira UE-45272
Change 3454844 by Uriel.Doyon
Fixed extra X16 on some point lights
#jira UE-45250
Change 3454934 by Chris.Bunner
Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability.
Change 3461206 by Guillaume.Abadie
Adds possibility to scene captures and player controller to render no primitives at all.
Change 3461207 by Guillaume.Abadie
Exposes showflag details to USceneCaptureComponent. This gives the possibility to configure scene capture's showflags in blueprint encapsulated compositing pipeline.
#jira UE-6810
Change 3461233 by Chris.Bunner
Added Log10 material expression.
Added tooltip for Log2 and Log10.
Change 3461434 by Michael.Trepka
Copy of CL 3456118
In Metal RHI report texture streaming as immediately successful as on D3D to avoid a race-condition leading to deadlock between the Main, Game, Render & RHI threads.
#jira UE-44961
Change 3461770 by Benjamin.Hyder
Submitting TM-RayTracedDistanceField map
Change 3461929 by Marc.Olano
Add Sobol blueprint and material node test maps to RenderTest project
Change 3462249 by Uriel.Doyon
Translucency after DoF is now disabled when showflag postprocess is disabled.
Change 3462371 by Brian.Karis
VT addressing is now 64bit to support huge sparse virtualized volumes
16bit page tables working.
Change 3462936 by Marc.Olano
Extend Sobol testing map with comparision between Random Sobol and Next Sobol functions
Change 3464394 by Uriel.Doyon
Improved synchronization for texture streaming commands.
This fixes an issue when accessing FStreamingTexture for pending textures.
Change 3464743 by Guillaume.Abadie
Adds .usf file extension on all shader's source file names and adds checks to verify them at engine load time.
Change 3464818 by Guillaume.Abadie
Fixes compilation error in FindShaderRelativePath
Change 3465184 by Daniel.Wright
r.Shadow.PreShadowResolutionFactor 1.0 on Epic shadow settings
Change 3465283 by Marc.Olano
Update Sobol Gray code tables to match random order tables
Change 3465976 by Arne.Schober
DR - [UE-44393] - The Canvas is using the Globalshaders for clearing but compilation is done asynconously at load time. Unfortunately there could be Code that uses a canvas to draw and cause this issue in between. There might be some plugins that do this. For now we need to wait and block for the shaqders to be compiled until we can allo the use of the canvas.
#RB none
Change 3467513 by Guillaume.Abadie
Fixes an issue where primitives would no longer draw in gameplay.
#jira UE-45550
Change 3471116 by Richard.Wallis
Mac OpenGL Is No Longer Supported - Remove All Code & Shader Platforms. Merge of CL 3327784 dev-editor stream from Michael Trepka with some extra changes.
- Also removed Metal shader platforms from PlatformSupportsDebugViewShaders() otherwise we get a compiler error. HLSL register binds not implemented in metal backend.
#jira UE-39108
Change 3471117 by Richard.Wallis
Drop down menus clip on 27" Screen iMacs. Disable viewport HDR rendering on macOS 10.12.x when in editor.
#jira UE-43026
Change 3471130 by Richard.Wallis
Mac GPU hang causes editor output log to be written to the wrong file. Try to emulate windows behaviour when opening a file for reading or writing. Tested against behaviour of windows log file with multiple instances running.
- Only defined in for Mac and non shipping.
#jira UE-44934
Change 3471224 by Guillaume.Abadie
Lets the ProjectFileGenerator to look at Shaders/ directories in plugin and game projects.
Change 3471646 by Daniel.Wright
Fixed ensure opening UT system settings
Change 3471862 by Arne.Schober
DR - revert accidently checked in changes.
#RB Chris.Bunner
Change 3472249 by Guillaume.Abadie
Implements virtual shader source directory mapping.
- /Engine/... maps to Engine/Shaders/...
- /Plugin/FooBar/... maps to FooBar plugin's Shaders/ directory
- /Project/... maps to project's Shaders/ directory
Change 3472443 by Daniel.Wright
Moved the Rendering category for lights to be just below the Light category, so the bVisible property is easily accessible
Change 3474537 by Uriel.Doyon
Fixed lighting needs rebuild happening after blueprint rescript and a non symetrical Quaterion != ToQuaternion(ToRotator(Quaternion)
Change 3475192 by Guillaume.Abadie
Implements LensDistortion engine plugin.
This CL import a polished version of Raven's lens distortion and undistortion from OpenCV parameters:
- It is implemented as the first engine plugin with its own shaders and render thread commands;
- Has feature tests in EngineTest with gold images directly extracted from OpenCV itself (GenerateLensDistortionUndistortReferences.py)
Change 3475209 by Guillaume.Abadie
Back out changelist 3475192
Change 3475252 by Guillaume.Abadie
Reland: Implements LensDistortion engine plugin.
This CL import a polished version of Raven's lens distortion and undistortion from OpenCV parameters:
- It is implemented as the first engine plugin with its own shaders and render thread commands;
- Has feature tests in EngineTest with gold images directly extracted from OpenCV itself (GenerateLensDistortionUndistortReferences.py)
Change 3475389 by Guillaume.Abadie
Adds LensDistortion plugin's feature tests.
Change 3475538 by Guillaume.Abadie
Adds the /Engine/* prefix on all of the renderer's USF file references.
Change 3475568 by Guillaume.Abadie
Adds a check for virtual shader source file path format in FShaderType::FShaderType()
Change 3475871 by Guillaume.Abadie
Fixes a bug in shader compile worker, were an error in a relative #include USF file would trigger an check failure in CheckVirtualShaderFilePath
Change 3475997 by Yujiang.Wang
Workaround for a compiler optimization bug introduced in VS2015 Update 3.
* The bug causes TSHVector<2>::CalcDiffuseTransfer to go to infinity at certain spot, making movable objects with ILCQ_Volume indirect lighting cache interpolation get very dark.
* Debug builds don't exhibit this bug.
* Semantics are exactly the same as the original code.
Change 3476203 by David.Hill
Compute SSAO: problem wiht AmbientOcclusionLevels and with various viewporttest sizes. Only seen when Levels >=2
#jira UE-45741
Change 3476536 by Benjamin.Hyder
adding player start to Ray Traced Distance Field Shadows Map
Change 3478298 by Benjamin.Hyder
disabling mesh distance fields in Tm-Raytraced_DistanceField_Shadows map
Change 3478948 by Rolando.Caloca
DR - Nicer check
Change 3478949 by Rolando.Caloca
DR - Default GPU morphs to enabled
Change 3478950 by Rolando.Caloca
DR - By default -vulkan will launch SM5
Change 3478984 by Rolando.Caloca
DR - Pass down -vulkan
Change 3479655 by Richard.Wallis
Video track does not switch in AVF Media Player. Need to disable unused video tracks to allow AVPlayerItemVideoOutput to decode the required track.
- Minimal change to allow video track changes/selection.
- Audio samples are extracted using AVAssetReaderTrackOutput but video uses AVPlayerItemVideoOutput. Video could also use AVAssetReaderTrackOutput to access the video data unless there is an iOS reason not to...
- Flush the audio sink sample buffers so we get instant audio track changes
#jira UE-39750, UE-39749
Change 3479834 by Rolando.Caloca
DR - Fix issue with bad vertex colors (per licensee)
Change 3480376 by Guillaume.Abadie
Disables ComputeLightGrid() if no volumetric fog and no lighting.
#jira UE-45377
Change 3480596 by Yujiang.Wang
Fix for dynamic shadows and raytraced distance field shadows of directional lights not appearing in planar reflection
* Bug caused by incorrect shadow culling volumes for cascaded shadow map and backface culling mode for WholeSceneShadowProjection
* Fixed by taking View.bReverseCulling into account
#jira UE-34452
Change 3480600 by Yujiang.Wang
Fix for UE-42376
* The bug is caused by post-processing ambient cubemaps not being supported in forward shading currently.
* This fix replaces all the occurences of them in CalcSceneView with a skylight using the cubemap
* If a CalcSceneView is used solely for setting the PP ambient cubemap, it is removed.
#jira UE-42376
Change 3480784 by Rolando.Caloca
DR - hlslcc - Initial support for [RW]StructuredBuffer
Change 3481690 by Uriel.Doyon
Attempt to fix static analysis warning
Change 3482012 by Simon.Tovey
Fixed issue when building distribution lookup tables where the final sample fell short of the max input time.
As sampling is done only over this range, under constant interpolation the final value was never actually sampled and so cut from the final optimized LUT.
#tests constant interpolation now works.
#jira UE-45614
Change 3482965 by Yujiang.Wang
Some quality of life changes for UE-42757
* The UV overlay in static mesh editor now has a darker background
* Selected edges are getting highlighted and bolder
* When some edges are selected others turn grey
#jira UE-42757
Change 3483014 by David.Hill
Change labels on bloom boost from x,y,z to min, max, mult.
#jira UE-43904
a PropertyRedirect in BaseEngine.ini allows this to work with older version.
Change 3484573 by Yujiang.Wang
Fix for shadow color not updated after light build when a texture is changed and reimported
* Bug caused by counter-intuitive design of UMaterial::GetReferencedFunctionIds and UMaterial::GetReferencedParameterCollectionIds, both of which will reset the OutIds parameter
* Renamed to AppendReferencedFunctionIdsTo and AppendReferencedParameterCollectionIdsTo, the resets are removed
#jira UE-45647
Change 3484969 by Yujiang.Wang
Fix for UE-39929 inconsistent type between C++ and shader code
* MeshDistanceFieldCasterIndices is declared as Buffer<uint> in CapsuleShadowShaders.usf, while created as PF_R32_SINT in CapsuleShadowRendering.cpp
* Changed PF_R32_SINT to PF_R32_UINT in CapsuleShadowRendering.cpp
#jira UE-39929
Change 3485012 by Yujiang.Wang
Fix for UE-39929 #2: Changed int32 to uint32 to match PF_R32_UINT
#jira UE-39929
Change 3485146 by Guillaume.Abadie
Destroyes scene capture's view states on the UnRegister, to avoid large memory usage cause by the ViewState's render targets when moving blueprints arround.
#jira UE-43455
Change 3486602 by Joe.Conley
Adding "texcoord" keyword to UMaterialExpressionTextureCoordinate so you can search for the name that is displayed on the node in the graph.
Change 3487471 by Yujiang.Wang
Github #3659: Improved performance of DumpUnbuiltLightInteractions
* Replaced TArrays with TSets
#jira UE-45783
Change 3487641 by Guillaume.Abadie
Fixes some shader file name casing issues in LPV.
Change 3488014 by Uriel.Doyon
New AllowAsyncLoading flag for UTexture::CachePlatformData().
It allows to load the source texture data in the async task if the source bulk data was not yet loaded.
Data loaded that way is not sharable between tasks and will be discarded.
This is required because updating the source data is not thread safe.
#jira UERNDR-190
#jira UE-33401
Change 3488249 by Uriel.Doyon
Fixed long stall in UpdateResourceStreaming() caused by Actor.GetComponents() not resetting the number of actors anymore.
Fixed inconsistent results in ALODActor::HasValidSubActors() caused by the same change.
#jira UE-46004
Change 3490228 by Mark.Satterthwaite
Fix the Nvidia driver bug with the old reversebits fallback function - you need to use the native reverse_bits intrinsic or use some uint(ushort()) casts to get the compiler to do the right thing, which means injecting the reverse_bits function in MetalBackend not the HLSL (as it has no such type).
#jira UE-46067
Change 3490538 by Arne.Schober
Back out changelist 3488249
#RB none
Change 3490551 by Arne.Schober
Back out changelist 3488249
#RB none
Change 3491828 by Guillaume.Abadie
Fixes another USf file reference casing issue in C++.
Change 3491924 by Yujiang.Wang
Fix for UE-43302 Crash when entering the DebugCreatePlayer console command with planar reflections in the level
* Crash caused by check(Views.Num() <= 2); in SceneCaptureRendering.cpp
* We still want to support at most 2 views for performance, but now instead of crash the planar reflections in additional views will simply turn black
#jira UE-43302
Change 3492359 by Guillaume.Abadie
Fixes non editor launches, failing in FGenericPlatformProcess::AddShaderSourceDirectoryMapping().
Change 3492367 by Marc.Olano
Change Sobol texture size to 32x16, tweak distribution
Change 3492599 by Marcus.Wassmer
PR #3669: -Fix logmessages ParticleModules_Location.cpp (Contributed by UpwindSpring01)
Change 3493473 by Uriel.Doyon
Back out changelist 3490538
Change 3493590 by Uriel.Doyon
Back out changelist 3490551
Fixed missing #pragma once
Change 3493911 by Marcus.Wassmer
Fix potential GPU crash/hang caused by out of bound subresource updates.
Added checks at cross-platform level to catch any instance earlier.
Change 3494139 by Uriel.Doyon
Fixed shadow variable issue on UE4Editor Linux.
Change 3494364 by Richard.Wallis
Mac OpenGL Is No Longer Supported - Remove All Code & Shader Platforms - Part 2: Remove some more areas and fixes for previous attempt. Also removed OpenGL based GPU performance checks in EditorEngine.cpp - assuming that any GPU that can run Metal is currently OK for UE4.
OpenGL left in the following areas:
- OpenGLShaderCompiler
- StandaloneRenderer
The following files need to be reviewed in conjunction with CL 3471116 as there were some logic errors made:
- OpenGLTexture.cpp
#jira UE-39108
Change 3494413 by Guillaume.Abadie
Updates r.InvalidateCachedShader and bump ShaderVersion.ush.
Change 3494422 by Guillaume.Abadie
Adds LensDistortion plugin's Private shader directory.
Change 3494717 by Guillaume.Abadie
Strengthens shader compiler with checks on generated file names and shader type file names.
Change 3494763 by Guillaume.Abadie
Removes a nolonger standing TODO in GlobalBeginCompileShader() that was automatically adding /Engine/ prefix to all relative virtual shader source file path.
Change 3494985 by Rolando.Caloca
DR - Integrate Vulkan Rewrite
Change 3495031 by Rolando.Caloca
DR - Delete file as it moved
Change 3495032 by Rolando.Caloca
DR - Show Vulkan SM5 instead of SM4 on windows packaging
- Also added support for Vulkan SM5_UB
Change 3495202 by Uriel.Doyon
Fixed static analysis warning with pointer dereferencing.
Change 3495342 by Rolando.Caloca
DR - clang compile fix
Change 3495354 by Rolando.Caloca
DR - clang compile fixes
Change 3495420 by Marc.Olano
Use Sobol sampling for PCSS
Change 3495799 by Rolando.Caloca
DR - Delete old dev assets
Change 3496202 by Mark.Satterthwaite
Switch to using actual Vector*Matrix intrinsic for Metal to avoid a problem whereby the Metal compiler reorders operations in such a way that it loses precision and ends up being different between pre-pass and base-pass.
#jira UE-46070
Change 3496253 by Uriel.Doyon
Fixed static analysis warning for IncludeTool
Change 3496631 by Guillaume.Abadie
Makes AScreenshotFunctionalTest::ScreenshotOptions blueprint readable.
Change 3496851 by Guillaume.Abadie
Fixes back slash issues in Platform.usf.
Change 3496852 by Guillaume.Abadie
Fixes other back slashes includes in PS4 specific usf files.
Change 3496941 by Guillaume.Abadie
Adds a check() for no backslash in virtual shader file paths.
Change 3497661 by Guillaume.Abadie
Lets FLensDistortionCameraModel::GetUndistortOverscanFactor() early return 1.0 if the camera model is does an identity transform.
Change 3497969 by Richard.Wallis
Fix for start Up Movies Are not Playing for iOS Devices. Handle case when movie is loading aysnc in background - need to wait for state changes otherwise it skips intermediate movies.
- Tested on iOS and Mac.
#jira UE-39585
Change 3498035 by Guillaume.Abadie
Polishes //Engine/Plugins/Compositing/LensDistortion/Shaders/Private/UVGeneration.usf from debuging artifacts.
Change 3498101 by Rolando.Caloca
DR - Compile fix
Change 3498254 by Guillaume.Abadie
Exposes comparing FLensDistortionCameraModel to blueprint with == and != operator nodes for cross frame uv displacement map caching.
Change 3498264 by Guillaume.Abadie
Integrate 3267269: Implements SceneCaptureComponent2D::bCameraCutThisFrame
Change 3498371 by Yujiang.Wang
Fix for UE-46149 Planar Reflections display screenspace info when viewports are >2
* Prevent planar reflections being rendered when ViewIndex >= GMaxPlanarReflectionViews
* Now planar reflections in >2 viewports will fallback to other reflection methods (SSR, reflection captures)
#jira UE-46149
Change 3498409 by Rolando.Caloca
DR - Swap resolves
Change 3498410 by Guillaume.Abadie
Adds support for opacity output alpha for post process material when doing a draw material to render target.
Change 3498705 by Rolando.Caloca
DR - Add UID for debugging mem allocations
Change 3498759 by Marcus.Wassmer
No post processing in vertexcolor view mode
#jira UE-44704
Change 3498891 by Rolando.Caloca
DR - Minor Vulkan per frame allocator refactor in prep for changes
Change 3499206 by Rolando.Caloca
DR - Fix temp frame allocator OOM on Vulkan
#jira UE-45913
Change 3499319 by Rolando.Caloca
DR - Vulkan support for StorageBuffer
Change 3499339 by Rolando.Caloca
DR - Remove deprecated typedef
Change 3499400 by Rolando.Caloca
DR - Remove some RHICmdList deprecated functions
Change 3499422 by Rolando.Caloca
DR - Allow buffer transitions inside render passes
Change 3500370 by Rolando.Caloca
DR - Compile fix
Change 3500474 by Rolando.Caloca
DR - Fix static analysis
Change 3500517 by Guillaume.Abadie
Exposes r.PostProcessing.PropagateAlpha to the renderer settings.
Change 3500537 by Guillaume.Abadie
Fixes a bug where scene capture WorldToView matrix would get scale != 1 when scaling the scene capture actor in the world.
#jira UE-39389
Change 3501069 by Mark.Satterthwaite
Bring back temporary 4.16 fix for iOS 9 (CL #3425995) into Dev-Rendering for 4.17 as a real fix will need to wait for 4.18.
temporary fix for skewed textures on IOS 9
#jira UE-44468
Change 3501164 by Michael.Lentine
PR #3402: UE-43131: Format argument count not equal to actual arguments (Contributed by projectgheist)
Change 3501222 by Benjamin.Hyder
Checking in Tm_SobolNoise map
Change 3501612 by zachary.wilson
Adding testing content for RTDF shadows on planar reflections
Change 3501708 by Guillaume.Abadie
Break FPostProcessSettings into smallers structs.
Change 3501830 by Olaf.Piesche
#jira UE-39628; using fix proposed in UDN, will investigate further
Change 3501954 by Marcus.Wassmer
Duplicate 3480903
Light culling safety measures.
Change 3502032 by Mark.Satterthwaite
Fix generation of Metal precompiled headers for the bytecode compiler when using Xcode 9.
Change 3502118 by Uriel.Doyon
Fixed shader compilation issues.
Change 3502191 by Guillaume.Abadie
Implements Composure plugin to make compositing in UE4 easier.
Change 3502192 by Guillaume.Abadie
Implements Composure feature testing in EngineTests
Change 3502196 by Guillaume.Abadie
Creates a dependency of Composure plugin over LensDistortion plugin.
Change 3502213 by Arciel.Rekman
Fix for loading shaders on Linux (UE-46276).
Change 3502243 by Brian.Karis
Bent normal map support.
Multibounce AO.
Spherical Gaussian based specular occlusion.
Change 3502506 by Guillaume.Abadie
Fixes compilation failure in Composure with unity build.
Change 3502507 by Guillaume.Abadie
Fixes composure Set Pass with Render Target blueprint helper.
Change 3502510 by Guillaume.Abadie
Attempts to fix ComposureUtils.cpp compile errors.
Change 3502515 by Guillaume.Abadie
Some other composure failure fixes.
Change 3502545 by Guillaume.Abadie
Fixes some unity build related error in Composure.
Change 3502548 by Guillaume.Abadie
Fixes last missing includes in ComposurePostProcessPass.cpp
Change 3502672 by Guillaume.Abadie
Fixes linux warning in Composure.
Change 3502790 by Ryan.Brucks
float4 PseudoVolumeTexture: Fixed frame layout being a float instead of float2. Now works correctly with non-square frame layouts. Only called in custom nodes and calling with a float still functions properly so no old content will break.
Change 3502836 by Guillaume.Abadie
Propagates scene capture engine showflag changes from blueprint editor to the blueprint instances.
#jira UE-6810
Change 3503096 by Guillaume.Abadie
Resave a unversioned asset.
Change 3503228 by Yujiang.Wang
Fix for UE-45646 Dynamic Light placed inside of a Dynamic Static Mesh doesn't pass through the geometry
* Bug caused by bReflectiveShadowmap not being passed into SetViewFlagsForShadowPass
* Replaced the true with bReflectiveShadowmap
#jira UE-45646
Change 3503284 by Rolando.Caloca
DR - Fixed initial clear on rendertargets
- Added support for r.Vulkan.EnableValidation 1, 2, 3 & 4
- Dump the vulkan log into VS output log
- Added validation for layouts when using dump log
Change 3503545 by Arciel.Rekman
Fix black UI on Linux (UE-46333)
- Rebuilt hlslcc with clang 3.7.0. Whatever issues we're running in with newer clangs still seem to persist.
#jira UE-46333
Change 3503638 by Daniel.Wright
[Copy] Changed DynamicBentNormalAO back to fp16, as PF_FloatR11G11B10 was not enough precision and introduced banding
Change 3503787 by Marcus.Wassmer
Fix difference between gpu/cpu morph target application
Change 3503902 by Marcus.Wassmer
Roll back TAA refactor until we have time to look into the bad interaction with DOF.
Change 3503953 by Arne.Schober
DR - UE-46319 - borked Reflections: The resource transition needs to be in this weired place for PS4 and switch until we teach the interface to know about subresources.
#RB Marcus.Wassmer
Change 3504131 by Rolando.Caloca
DR - Maintain a cache of pipeline and descriptor set layouts
- Fix marker dump
Change 3504462 by Guillaume.Abadie
Fixes an assertion failure that was failing because compute light grid was not done, but the shader used where not necessarily using compute light grid results.
#jira UE-46277
Change 3504779 by Chris.Bunner
Potential static analysis fix.
#jira UE-46360
Change 3504950 by Marc.Olano
Allow Sobol material nodes & textures only if feature level is at least ES3.1
#jira UE-46334
#jira UE-46317
Change 3505035 by Daniel.Wright
Increased MaxSearchCount in GetShaderIncludes. The previous limit of 20 is now getting hit in BasePassPixelShader.usf, causing compiles to fail erroneously.
Change 3505386 by Daniel.Wright
GetShaderIncludes handles infinite recursion gracefully, needed by Metal causing BasePassTessellation.usf to include BasePassVertexShader.usf
Change 3505491 by Rolando.Caloca
DR - Fix crash on first frame of particles on modern APIs
Change 3505557 by Chris.Bunner
[Duplicate] Workaround for outdated shader map crash.
#jira UE-46061
Change 3506071 by Rolando.Caloca
DR - Vulkan fixes
- Fix copy out of bounds reading textures to CPU
- Defer event deletion
- Split validation for errors and warnings
- Skip validation error about attachment not used
Change 3506698 by Guillaume.Abadie
Fixes Composure alpha channel clobering and performance regression in bloom and tonemapper passes caused by scene capture API compatibility breakage brought by Fortnite merge.
Change 3506797 by Rolando.Caloca
DR - Fix static analysis
#jira UE-46428
Change 3506861 by Rolando.Caloca
DR - Fix crash due to layering violation
#jira UE-46424
#jira UE-46431
Change 3508098 by Rolando.Caloca
DR - Fix for Vulkan ES31 crash
- Fix for AMD ensure
Change 3508123 by Rolando.Caloca
DR - Disable occlusion queries on Vulkan to avoid flickering
- Fix for bad HZB & cube mips on Vulkan (now using RHIGenerateMips)
- Fix for decal blending
#jira UE-46376
Change 3509064 by Uriel.Doyon
Changing the logic arround generating an error when HasHadBulkDataCleared() so that it only triggers if the DDC are not found.
#jira UE-46427
Change 3509854 by Marc.Olano
Fix 2D Sobol gray code numbers.
Just changes some numbers in initialization tables, so no effect on existing tests or content.
Change 3509920 by Marcus.Wassmer
Fix LPV fastvram ensure
Change 3509937 by Rolando.Caloca
DR - Fix crash due to deleted viewport
#jira UE-46281
Change 3509988 by Marcus.Wassmer
Roll back part of Sobol fix to avoid full shader recompile for integration.
Change 3510255 by Rolando.Caloca
DR - Fix popup window ensure
#jira UE-46511
Change 3510646 by Marcus.Wassmer
fix ios compiles
Change 3511442 by Rolando.Caloca
DR - Change mesh simplification check to ensure/checkslow to unblock
#jira UE-46538
DONE!
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
CHANGES WITH MULTIPLE PLATFORMS!!! YOU MUST COPY THESE INTO THE OTHER ONES AS MAKES SENSE!!
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
Change 3467095 by Guillaume.Abadie
Nukes all += TEXT(".usf")
#jira UE-45530
Change 3475084 by Guillaume.Abadie
Fixes compilation failure of the shader compiler on PS4 and XboxOne
Change 3477464 by Guillaume.Abadie
Fixes dumpshaderinfo that generate unecessary sub directory, breaking shell scripts.
Change 3494395 by Guillaume.Abadie
Moves all engine shader files into Public and Private directory, and introduce the .ush extensions for header file that do not contains entry points.
DONE!
[CL 3511602 by Marcus Wassmer in Main branch]
2017-06-27 11:38:28 -04:00
|
|
|
IMPLEMENT_SHADER_TYPE(, FWideCustomResolveVS, TEXT("/Engine/Private/WideCustomResolveShaders.usf"), TEXT("WideCustomResolveVS"), SF_Vertex);
|
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3055495 on 2016/07/19 by Marc.Olano
Allow Noise material node on mobile
No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions.
#jira UE-33345
Change 3055602 on 2016/07/19 by Luke.Thatcher
Fix crash bug in D3D11 RHI when selecting adapters.
- Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device).
#jira UE-33236
Change 3055890 on 2016/07/19 by Daniel.Wright
Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was
Change 3055891 on 2016/07/19 by Daniel.Wright
Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports
* This will effectively double partial distiance field update costs until clipping of the update regions is implemented
Change 3055892 on 2016/07/19 by Daniel.Wright
Higher poly light source shapes drawn into reflection captures
Change 3055893 on 2016/07/19 by Daniel.Wright
More info to 'Incompatible surface format' GNM assert
Change 3055904 on 2016/07/19 by Daniel.Wright
Reflection environment normalization improvements
* Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely.
* When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene.
* Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data.
* The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness
* Removed unused r.DiffuseFromCaptures
* Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8
Change 3055905 on 2016/07/19 by Daniel.Wright
Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV
Change 3059486 on 2016/07/21 by Nick.Penwarden
Testing #uecritical
Change 3060558 on 2016/07/21 by Daniel.Wright
Fixed skylight with specified cubemap being black
Change 3061999 on 2016/07/22 by Marcus.Wassmer
Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up.
Change 3062241 on 2016/07/22 by Daniel.Wright
Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms
Change 3062244 on 2016/07/22 by Daniel.Wright
Discard old prenormalized reflection environment data on load
Change 3062283 on 2016/07/22 by Daniel.Wright
MSAA support for the forward renderer
* AntiAliasing method is chosen in Rendering project settings, DefaultSettings category
* Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing
* Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA
* The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content
* Added r.MSAACount which defaults to 4
* Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve
* GBuffer targets are no longer allocated when using the forward renderer
* Decal blend modes that write to the GBuffer fall back to SceneColor emissive only
Change 3062666 on 2016/07/23 by Uriel.Doyon
Added legend to streaming accuracy viewmodes
Added a new helper class FRenderTargetTemp to be reused in different canvas rendering.
Exposed the pass through pixel shader so that it can be reused.
#review-3058986 @marcus.wassmer
Change 3063023 on 2016/07/25 by Luke.Thatcher
Fix "RecompileShaders Changed" when using Cook On The Fly.
#jira UE-33573
Change 3063078 on 2016/07/25 by Ben.Woodhouse
Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc
Change 3063315 on 2016/07/25 by Ben.Woodhouse
Fix div 0 in motion blur. This caused artifacts in some fairly common cases
#jira UE-32331
Change 3063897 on 2016/07/25 by Uriel.Doyon
Fixed missing qualifier on interpolants
Change 3064559 on 2016/07/26 by Ben.Woodhouse
Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
Tested fix on xbox, PC and PS4, using QAGame
#jira UE-28592
Change 3064896 on 2016/07/26 by Ben.Woodhouse
Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16)
Change 3064913 on 2016/07/26 by Ben.Marsh
Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings.
Change 3065326 on 2016/07/26 by Uriel.Doyon
Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
#jira UE-32585
Change 3065541 on 2016/07/26 by Daniel.Wright
Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading
Change 3065543 on 2016/07/26 by Daniel.Wright
Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
Change 3065545 on 2016/07/26 by Daniel.Wright
Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale.
Fixed reflection capture feedback with base pass reflections
Change 3066783 on 2016/07/27 by Daniel.Wright
Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot
Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3)
Change 3066794 on 2016/07/27 by Daniel.Wright
Fixed crash rendering planar reflections due to NULL PostProcessSettings
Change 3067412 on 2016/07/27 by Daniel.Wright
Fix for OpenGL4 with uint interpolator
Change 3068470 on 2016/07/28 by Daniel.Wright
Fixed crash rendering translucency with translucent shadows which were determined to be invisible
Change 3069046 on 2016/07/28 by Daniel.Wright
Handle null Family in SetupAntiAliasingMethod
Change 3069059 on 2016/07/28 by Daniel.Wright
Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface)
Change 3069391 on 2016/07/28 by Daniel.Wright
Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright
Change 3070369 on 2016/07/29 by Daniel.Wright
r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing
Change 3070370 on 2016/07/29 by Daniel.Wright
Bumped reflection capture DDC version to get rid of legacy prenormalized data
Change 3070680 on 2016/07/29 by Marcus.Wassmer
Fix slate ensure that is most likely a timing issue exposed by rendering.
#ue-33902
Change 3070811 on 2016/07/29 by Marcus.Wassmer
Fix ProjectLauncher errors when loading old versions
#ue-33939
Change 3070971 on 2016/07/29 by Uriel.Doyon
Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory
Change 3071452 on 2016/07/31 by Uriel.Doyon
Updated the legend description for the (texture streaming) primitive distance accuracy view mode
[CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
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Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3794640)
#lockdown Nick.Penwarden
#rb no.one
============================
MAJOR FEATURES & CHANGES
============================
Change 3543285 by Nick.Atamas
Merging using //UE4/Release-4.17/... -> //UE4/Dev-VR/... :
Fixed UEVR-852:
Adjusted Google Tango Plugins copyright to Copyright Google 2017.
Removed Apache 2.0 license.
Change 3767306 by Mike.Beach
Adopting a set of video capture fixes from Darren Pegg:
"Windows 7 : fix capture problems by reinitializing tracks, only active on windows < 8.0."
+ mirroring CL 3741444 ("Add windows 10 support to the application manifest"), which was needed for this
#jira UE-49870, UE-50217, UE-50227, UE-50224
Change 3767317 by Mike.Beach
[MR] Fixing up the mixed reality framework's async BP nodes (handling MediaPlayer assets set to not play-on-open - preventing a crash and keeping the stream playing), so they work with the changes to the WMF media player introduced in CL 3767306.
#jira UEVR-910
Change 3767484 by Mike.Beach
Correcting user facing messages/tooltips to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3767489 by Mike.Beach
Correcting source comment to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3768155 by Ryan.Vance
#jira UE-52089
Fixing cardboard only rendering in one eye.
Change 3769011 by Douglas.Copeland
Removing Clipping Planes from TM-HMDNodes (Level and LevelBP. Feature removed). Rebuilding Map.
Change 3769195 by Douglas.Copeland
Removing AA PostProcessing Volumes in TM-VRSmoke. AA does not change via PP Volumes since 4.14
Change 3769256 by Douglas.Copeland
Removing TM-VRLandscapeFoliage Map. Never used in suite/bloat.
Change 3769453 by Douglas.Copeland
Resaving content to resolve engine content warning
Change 3771076 by Keli.Hlodversson
Add missing const to a ref parameter.
Change 3771141 by Keli.Hlodversson
Fix world locked stereo layer positions on SteamVR when there is a camera component representing the HMD.
#jira UE-52353
Change 3771602 by Mike.Beach
Replacing temp Rift controller models with official ones from Oculus.
#jira UEVR-830
Change 3774877 by Mike.Beach
Refining MR calibration (WIP)...
- New alignment process [WIP]
- More modular calibration steps (for easier refactoring)
- Stubbed in phase for lens calibration
- Centralized interface for debug (dev) settings
Change 3774880 by Mike.Beach
Adopted changes from Oculus (SI1.21); stubbing in functionality for:
- Lens matched shading
- Dynamic screen refresh rate switching
- Added BP API calls: GetGPUUtilization, GetTiledMultiresLevel , SetTiledMultiresLevel, GetDeviceName, GetAvailableDisplayFrequencies, GetCurrentDisplayFrequency, SetDisplayFrequency
Change 3774922 by Mike.Beach
Attempting CIS fix.
Change 3774972 by Mike.Beach
Making it so you can override the material on model components from the various XR systems (via MotionController component).
Change 3774974 by Mike.Beach
Missing assets from CL 3774877.
Change 3775128 by Nick.Atamas
Merging //UE4/Partner-Google-VR @ CL 3770408 to Dev-VR (//UE4/Dev-VR)
Change 3776135 by Mike.Beach
MR [WIP] - Updating the calibration save process .
- Now save after each calibration step
- Stubbed in save data for lens distortion
- Track progress and load you to the first incomplete calibration step
Change 3777110 by Mike.Beach
[WIP] MR - Adding ability to easily mirror monitor screen.
Change 3777146 by Mike.Beach
Removing superflous ensure that some of us were hitting.
Change 3777417 by Mike.Beach
[WIP] MR - Fixing alignment adjustment controls to match mirrored monitor.
Change 3777436 by Nick.Atamas
Initial check in of AugmentedReality module and ARKit support for it.
Also adding QAARApp to test the use of these systems.
Change 3778009 by Nick.Atamas
Missing file
Change 3778067 by Nick.Atamas
Fixing CIS
Change 3778155 by Nick.Atamas
Spot merging CL 3777463 //UE4/Partner-Google-VR to //UE4/Dev-VR
Change 3778209 by Nick.Atamas
More CIS fixing.
Change 3778821 by Mike.Beach
[WIP] MR - Moving the alignment point system to pull from an easily modifiable DataTable (so we can change easily).
Change 3779431 by Joe.Graf
Merging using //UE4/Dev-Editor/_to_//UE4/Dev-VR/
Change 3780822 by Keli.Hlodversson
Adding OpenCV binaries plus build script to automatically fetch and rebuild it
#jira UE-52725
Change 3781037 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781046 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781049 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781129 by Joe.Graf
Fixed the warning generated by OpenCV.Build.cs
Change 3783476 by Mike.Beach
Attempt at fixing Win32 CIS errors.
Change 3783845 by Martin.Wilson
Allow deprecated properties to still be accessed in blueprints so long as they have Blueprint Getters and Setters. Allows us to have a clean deprecation path for blueprint accessed properties
Change 3784397 by Jeff.Fisher
UE-51390 GitHub 4141 : Allow VR plugins to have multiple viewports and rotated eye orientations
PR #4141: Allow VR plugins to have multiple viewports and rotated eye orientations (Contributed by AustinPuk-Conffx)
-This loosens some assumptions in the api about how many stereo render passes there are to allow plugins to implement more than we currently use for any of our plugins.
-It also starts to replace some comparison test logic with the stereo pass enum values with IStereoRendering helper functions, do avoid duplicating the expressions all over.
#jira UE-51390
#review-3779148
Change 3784545 by Jeff.Fisher
Build fix for cl 3784397, made a local variable name unique.
Change 3784553 by Chance.Ivey
Stubbing Mobile AR Template files. Needs logic, icons and copy.
Change 3784570 by Jeff.Fisher
fix for cl 3784397
-Reverted monoscopicfarfield default change, accidentaly submit
Change 3785134 by Mike.Beach
[WIP] MR - Correcting some of the alignment algorithms & adding a preview key for the new alignment.
Change 3787180 by Mike.Beach
Fixing up CIS
#jira UE-52998, UE-52996
Change 3787272 by Mike.Beach
Adopted changes from the anim team - Followup to CL 3787240.
The LiveLink framework is now implementing the new IMotionController interface, and supplying tracking+ data through the engine's MotionController components.
#jira UE-52783
Change 3787454 by Jeff.Fisher
Adding brackets after if as specific in code review.
Change 3787591 by Keli.Hlodversson
Add tps files for OpenCV
Change 3788478 by Mike.Beach
Switching over the MR calibration process to use the new MotionController source ID (rather than the deprecated Hand enum). Also, adding device attachment selection to the first calibration step and switching it to use the new modular interface system.
#jira UEVR-1042, UEVR-1045, UEVR-1046
Change 3789836 by Jeff.Fisher
UE-53069 Editor crashes on open without SteamVR attached
-needed to check we are in stereo and device exists.
-Note just having the morpheus plugin enabled creates a device, so you need to have that disabled to reproduce this bug
#jira UE-53069
Change 3789841 by Mike.Beach
CIS fix - fallout from CL 3787272.
Change 3790102 by Jeff.Fisher
UE-53079 Packaging for android results in a critical error referencing global shader FHdrCustomResolveFMask4xPS
-Android shader compiler is a bit pickier on parameter matching, fixed the parameter.
#jira UE-53079
Change 3790174 by Jeff.Fisher
UE-53084 Mac editor crashes on open, Failed to compile global shader FWideCustomResolve8_2x_truePS
-Another shader parameter match.
#jira UE-53084
Change 3791727 by Mike.Beach
Fallout from CL 3787272 - missed use of now deprecated Hand property on MotionController components.
#jira UE-53080
Change 3766717 by Mike.Beach
Adding a TrackingToWorld transform to IXRTrackingSystem - default impl updates the cached transform once per frame (at the begining) and determines it from the project's camera setup (making the assumption the camera's root is the XR origin).
Change 3771327 by Ryan.Vance
#jira UE-52513
Fixing console rendering. The ortho projections were taking screen percentage of the panel into account for size instead of pixeldensity * ideal size.
Change 3773348 by Mike.Beach
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
Change 3787240 by Mike.Beach
Adopting IMotionController changes from anim team (in support of LiveLink)...
- MotionControllerComponent EControllerHand Hand is deprecated, replaced by FName MotionSource
- Blueprint get set nodes for the Hand property will still function but will warn as deprecated, this is achieved via using deprecated BlueprintGetter and BlueprintSetter on the property (plus a change to UHT to allow that to compile)
- MotionSource Setter node has pin customization to show choice box instead of standard FName text box.
- New base class for motion controllers XRMotionControllerBase.h/cpp
- Provides default implementations for new functions (Enumerate Source, Custom Parameter etc)
- Provides wrapper functions that take EControllerHand so that the controllers themselves dont have to change.
- Motion Source custom choice box. Polls MotionControllers for sources via EnumerateSources interface. Also allows custom text type in. Is Exposed to details panel and setter pin (as above).
- Added a Dev-VR custom version for reading the Hand property and moving it to MotionSource
#jira UE-52783
Change 3787975 by Ryan.Vance
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
[CL 3794679 by Mike Beach in Main branch]
2017-12-07 13:42:10 -05:00
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#define IMPLEMENT_RESOLVE_SHADER(Width, MSAA, UseFMask) \
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typedef FWideCustomResolvePS<Width,MSAA,UseFMask> FWideCustomResolve##Width##_##MSAA##x_##UseFMask##PS; \
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IMPLEMENT_SHADER_TYPE(template<>, FWideCustomResolve##Width##_##MSAA##x_##UseFMask##PS, TEXT("/Engine/Private/WideCustomResolveShaders.usf"), TEXT("WideCustomResolvePS"), SF_Pixel)
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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3055495 on 2016/07/19 by Marc.Olano
Allow Noise material node on mobile
No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions.
#jira UE-33345
Change 3055602 on 2016/07/19 by Luke.Thatcher
Fix crash bug in D3D11 RHI when selecting adapters.
- Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device).
#jira UE-33236
Change 3055890 on 2016/07/19 by Daniel.Wright
Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was
Change 3055891 on 2016/07/19 by Daniel.Wright
Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports
* This will effectively double partial distiance field update costs until clipping of the update regions is implemented
Change 3055892 on 2016/07/19 by Daniel.Wright
Higher poly light source shapes drawn into reflection captures
Change 3055893 on 2016/07/19 by Daniel.Wright
More info to 'Incompatible surface format' GNM assert
Change 3055904 on 2016/07/19 by Daniel.Wright
Reflection environment normalization improvements
* Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely.
* When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene.
* Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data.
* The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness
* Removed unused r.DiffuseFromCaptures
* Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8
Change 3055905 on 2016/07/19 by Daniel.Wright
Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV
Change 3059486 on 2016/07/21 by Nick.Penwarden
Testing #uecritical
Change 3060558 on 2016/07/21 by Daniel.Wright
Fixed skylight with specified cubemap being black
Change 3061999 on 2016/07/22 by Marcus.Wassmer
Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up.
Change 3062241 on 2016/07/22 by Daniel.Wright
Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms
Change 3062244 on 2016/07/22 by Daniel.Wright
Discard old prenormalized reflection environment data on load
Change 3062283 on 2016/07/22 by Daniel.Wright
MSAA support for the forward renderer
* AntiAliasing method is chosen in Rendering project settings, DefaultSettings category
* Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing
* Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA
* The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content
* Added r.MSAACount which defaults to 4
* Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve
* GBuffer targets are no longer allocated when using the forward renderer
* Decal blend modes that write to the GBuffer fall back to SceneColor emissive only
Change 3062666 on 2016/07/23 by Uriel.Doyon
Added legend to streaming accuracy viewmodes
Added a new helper class FRenderTargetTemp to be reused in different canvas rendering.
Exposed the pass through pixel shader so that it can be reused.
#review-3058986 @marcus.wassmer
Change 3063023 on 2016/07/25 by Luke.Thatcher
Fix "RecompileShaders Changed" when using Cook On The Fly.
#jira UE-33573
Change 3063078 on 2016/07/25 by Ben.Woodhouse
Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc
Change 3063315 on 2016/07/25 by Ben.Woodhouse
Fix div 0 in motion blur. This caused artifacts in some fairly common cases
#jira UE-32331
Change 3063897 on 2016/07/25 by Uriel.Doyon
Fixed missing qualifier on interpolants
Change 3064559 on 2016/07/26 by Ben.Woodhouse
Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
Tested fix on xbox, PC and PS4, using QAGame
#jira UE-28592
Change 3064896 on 2016/07/26 by Ben.Woodhouse
Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16)
Change 3064913 on 2016/07/26 by Ben.Marsh
Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings.
Change 3065326 on 2016/07/26 by Uriel.Doyon
Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
#jira UE-32585
Change 3065541 on 2016/07/26 by Daniel.Wright
Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading
Change 3065543 on 2016/07/26 by Daniel.Wright
Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
Change 3065545 on 2016/07/26 by Daniel.Wright
Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale.
Fixed reflection capture feedback with base pass reflections
Change 3066783 on 2016/07/27 by Daniel.Wright
Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot
Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3)
Change 3066794 on 2016/07/27 by Daniel.Wright
Fixed crash rendering planar reflections due to NULL PostProcessSettings
Change 3067412 on 2016/07/27 by Daniel.Wright
Fix for OpenGL4 with uint interpolator
Change 3068470 on 2016/07/28 by Daniel.Wright
Fixed crash rendering translucency with translucent shadows which were determined to be invisible
Change 3069046 on 2016/07/28 by Daniel.Wright
Handle null Family in SetupAntiAliasingMethod
Change 3069059 on 2016/07/28 by Daniel.Wright
Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface)
Change 3069391 on 2016/07/28 by Daniel.Wright
Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright
Change 3070369 on 2016/07/29 by Daniel.Wright
r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing
Change 3070370 on 2016/07/29 by Daniel.Wright
Bumped reflection capture DDC version to get rid of legacy prenormalized data
Change 3070680 on 2016/07/29 by Marcus.Wassmer
Fix slate ensure that is most likely a timing issue exposed by rendering.
#ue-33902
Change 3070811 on 2016/07/29 by Marcus.Wassmer
Fix ProjectLauncher errors when loading old versions
#ue-33939
Change 3070971 on 2016/07/29 by Uriel.Doyon
Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory
Change 3071452 on 2016/07/31 by Uriel.Doyon
Updated the legend description for the (texture streaming) primitive distance accuracy view mode
[CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
|
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Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3794640)
#lockdown Nick.Penwarden
#rb no.one
============================
MAJOR FEATURES & CHANGES
============================
Change 3543285 by Nick.Atamas
Merging using //UE4/Release-4.17/... -> //UE4/Dev-VR/... :
Fixed UEVR-852:
Adjusted Google Tango Plugins copyright to Copyright Google 2017.
Removed Apache 2.0 license.
Change 3767306 by Mike.Beach
Adopting a set of video capture fixes from Darren Pegg:
"Windows 7 : fix capture problems by reinitializing tracks, only active on windows < 8.0."
+ mirroring CL 3741444 ("Add windows 10 support to the application manifest"), which was needed for this
#jira UE-49870, UE-50217, UE-50227, UE-50224
Change 3767317 by Mike.Beach
[MR] Fixing up the mixed reality framework's async BP nodes (handling MediaPlayer assets set to not play-on-open - preventing a crash and keeping the stream playing), so they work with the changes to the WMF media player introduced in CL 3767306.
#jira UEVR-910
Change 3767484 by Mike.Beach
Correcting user facing messages/tooltips to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3767489 by Mike.Beach
Correcting source comment to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3768155 by Ryan.Vance
#jira UE-52089
Fixing cardboard only rendering in one eye.
Change 3769011 by Douglas.Copeland
Removing Clipping Planes from TM-HMDNodes (Level and LevelBP. Feature removed). Rebuilding Map.
Change 3769195 by Douglas.Copeland
Removing AA PostProcessing Volumes in TM-VRSmoke. AA does not change via PP Volumes since 4.14
Change 3769256 by Douglas.Copeland
Removing TM-VRLandscapeFoliage Map. Never used in suite/bloat.
Change 3769453 by Douglas.Copeland
Resaving content to resolve engine content warning
Change 3771076 by Keli.Hlodversson
Add missing const to a ref parameter.
Change 3771141 by Keli.Hlodversson
Fix world locked stereo layer positions on SteamVR when there is a camera component representing the HMD.
#jira UE-52353
Change 3771602 by Mike.Beach
Replacing temp Rift controller models with official ones from Oculus.
#jira UEVR-830
Change 3774877 by Mike.Beach
Refining MR calibration (WIP)...
- New alignment process [WIP]
- More modular calibration steps (for easier refactoring)
- Stubbed in phase for lens calibration
- Centralized interface for debug (dev) settings
Change 3774880 by Mike.Beach
Adopted changes from Oculus (SI1.21); stubbing in functionality for:
- Lens matched shading
- Dynamic screen refresh rate switching
- Added BP API calls: GetGPUUtilization, GetTiledMultiresLevel , SetTiledMultiresLevel, GetDeviceName, GetAvailableDisplayFrequencies, GetCurrentDisplayFrequency, SetDisplayFrequency
Change 3774922 by Mike.Beach
Attempting CIS fix.
Change 3774972 by Mike.Beach
Making it so you can override the material on model components from the various XR systems (via MotionController component).
Change 3774974 by Mike.Beach
Missing assets from CL 3774877.
Change 3775128 by Nick.Atamas
Merging //UE4/Partner-Google-VR @ CL 3770408 to Dev-VR (//UE4/Dev-VR)
Change 3776135 by Mike.Beach
MR [WIP] - Updating the calibration save process .
- Now save after each calibration step
- Stubbed in save data for lens distortion
- Track progress and load you to the first incomplete calibration step
Change 3777110 by Mike.Beach
[WIP] MR - Adding ability to easily mirror monitor screen.
Change 3777146 by Mike.Beach
Removing superflous ensure that some of us were hitting.
Change 3777417 by Mike.Beach
[WIP] MR - Fixing alignment adjustment controls to match mirrored monitor.
Change 3777436 by Nick.Atamas
Initial check in of AugmentedReality module and ARKit support for it.
Also adding QAARApp to test the use of these systems.
Change 3778009 by Nick.Atamas
Missing file
Change 3778067 by Nick.Atamas
Fixing CIS
Change 3778155 by Nick.Atamas
Spot merging CL 3777463 //UE4/Partner-Google-VR to //UE4/Dev-VR
Change 3778209 by Nick.Atamas
More CIS fixing.
Change 3778821 by Mike.Beach
[WIP] MR - Moving the alignment point system to pull from an easily modifiable DataTable (so we can change easily).
Change 3779431 by Joe.Graf
Merging using //UE4/Dev-Editor/_to_//UE4/Dev-VR/
Change 3780822 by Keli.Hlodversson
Adding OpenCV binaries plus build script to automatically fetch and rebuild it
#jira UE-52725
Change 3781037 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781046 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781049 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781129 by Joe.Graf
Fixed the warning generated by OpenCV.Build.cs
Change 3783476 by Mike.Beach
Attempt at fixing Win32 CIS errors.
Change 3783845 by Martin.Wilson
Allow deprecated properties to still be accessed in blueprints so long as they have Blueprint Getters and Setters. Allows us to have a clean deprecation path for blueprint accessed properties
Change 3784397 by Jeff.Fisher
UE-51390 GitHub 4141 : Allow VR plugins to have multiple viewports and rotated eye orientations
PR #4141: Allow VR plugins to have multiple viewports and rotated eye orientations (Contributed by AustinPuk-Conffx)
-This loosens some assumptions in the api about how many stereo render passes there are to allow plugins to implement more than we currently use for any of our plugins.
-It also starts to replace some comparison test logic with the stereo pass enum values with IStereoRendering helper functions, do avoid duplicating the expressions all over.
#jira UE-51390
#review-3779148
Change 3784545 by Jeff.Fisher
Build fix for cl 3784397, made a local variable name unique.
Change 3784553 by Chance.Ivey
Stubbing Mobile AR Template files. Needs logic, icons and copy.
Change 3784570 by Jeff.Fisher
fix for cl 3784397
-Reverted monoscopicfarfield default change, accidentaly submit
Change 3785134 by Mike.Beach
[WIP] MR - Correcting some of the alignment algorithms & adding a preview key for the new alignment.
Change 3787180 by Mike.Beach
Fixing up CIS
#jira UE-52998, UE-52996
Change 3787272 by Mike.Beach
Adopted changes from the anim team - Followup to CL 3787240.
The LiveLink framework is now implementing the new IMotionController interface, and supplying tracking+ data through the engine's MotionController components.
#jira UE-52783
Change 3787454 by Jeff.Fisher
Adding brackets after if as specific in code review.
Change 3787591 by Keli.Hlodversson
Add tps files for OpenCV
Change 3788478 by Mike.Beach
Switching over the MR calibration process to use the new MotionController source ID (rather than the deprecated Hand enum). Also, adding device attachment selection to the first calibration step and switching it to use the new modular interface system.
#jira UEVR-1042, UEVR-1045, UEVR-1046
Change 3789836 by Jeff.Fisher
UE-53069 Editor crashes on open without SteamVR attached
-needed to check we are in stereo and device exists.
-Note just having the morpheus plugin enabled creates a device, so you need to have that disabled to reproduce this bug
#jira UE-53069
Change 3789841 by Mike.Beach
CIS fix - fallout from CL 3787272.
Change 3790102 by Jeff.Fisher
UE-53079 Packaging for android results in a critical error referencing global shader FHdrCustomResolveFMask4xPS
-Android shader compiler is a bit pickier on parameter matching, fixed the parameter.
#jira UE-53079
Change 3790174 by Jeff.Fisher
UE-53084 Mac editor crashes on open, Failed to compile global shader FWideCustomResolve8_2x_truePS
-Another shader parameter match.
#jira UE-53084
Change 3791727 by Mike.Beach
Fallout from CL 3787272 - missed use of now deprecated Hand property on MotionController components.
#jira UE-53080
Change 3766717 by Mike.Beach
Adding a TrackingToWorld transform to IXRTrackingSystem - default impl updates the cached transform once per frame (at the begining) and determines it from the project's camera setup (making the assumption the camera's root is the XR origin).
Change 3771327 by Ryan.Vance
#jira UE-52513
Fixing console rendering. The ortho projections were taking screen percentage of the panel into account for size instead of pixeldensity * ideal size.
Change 3773348 by Mike.Beach
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
Change 3787240 by Mike.Beach
Adopting IMotionController changes from anim team (in support of LiveLink)...
- MotionControllerComponent EControllerHand Hand is deprecated, replaced by FName MotionSource
- Blueprint get set nodes for the Hand property will still function but will warn as deprecated, this is achieved via using deprecated BlueprintGetter and BlueprintSetter on the property (plus a change to UHT to allow that to compile)
- MotionSource Setter node has pin customization to show choice box instead of standard FName text box.
- New base class for motion controllers XRMotionControllerBase.h/cpp
- Provides default implementations for new functions (Enumerate Source, Custom Parameter etc)
- Provides wrapper functions that take EControllerHand so that the controllers themselves dont have to change.
- Motion Source custom choice box. Polls MotionControllers for sources via EnumerateSources interface. Also allows custom text type in. Is Exposed to details panel and setter pin (as above).
- Added a Dev-VR custom version for reading the Hand property and moving it to MotionSource
#jira UE-52783
Change 3787975 by Ryan.Vance
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
[CL 3794679 by Mike Beach in Main branch]
2017-12-07 13:42:10 -05:00
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IMPLEMENT_RESOLVE_SHADER(0, 1, false);
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IMPLEMENT_RESOLVE_SHADER(2, 0, false);
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IMPLEMENT_RESOLVE_SHADER(2, 1, false);
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IMPLEMENT_RESOLVE_SHADER(2, 2, false);
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IMPLEMENT_RESOLVE_SHADER(2, 3, false);
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IMPLEMENT_RESOLVE_SHADER(4, 0, false);
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IMPLEMENT_RESOLVE_SHADER(4, 1, false);
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IMPLEMENT_RESOLVE_SHADER(4, 2, false);
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IMPLEMENT_RESOLVE_SHADER(4, 3, false);
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IMPLEMENT_RESOLVE_SHADER(8, 0, false);
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IMPLEMENT_RESOLVE_SHADER(8, 1, false);
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IMPLEMENT_RESOLVE_SHADER(8, 2, false);
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IMPLEMENT_RESOLVE_SHADER(8, 3, false);
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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3055495 on 2016/07/19 by Marc.Olano
Allow Noise material node on mobile
No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions.
#jira UE-33345
Change 3055602 on 2016/07/19 by Luke.Thatcher
Fix crash bug in D3D11 RHI when selecting adapters.
- Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device).
#jira UE-33236
Change 3055890 on 2016/07/19 by Daniel.Wright
Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was
Change 3055891 on 2016/07/19 by Daniel.Wright
Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports
* This will effectively double partial distiance field update costs until clipping of the update regions is implemented
Change 3055892 on 2016/07/19 by Daniel.Wright
Higher poly light source shapes drawn into reflection captures
Change 3055893 on 2016/07/19 by Daniel.Wright
More info to 'Incompatible surface format' GNM assert
Change 3055904 on 2016/07/19 by Daniel.Wright
Reflection environment normalization improvements
* Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely.
* When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene.
* Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data.
* The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness
* Removed unused r.DiffuseFromCaptures
* Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8
Change 3055905 on 2016/07/19 by Daniel.Wright
Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV
Change 3059486 on 2016/07/21 by Nick.Penwarden
Testing #uecritical
Change 3060558 on 2016/07/21 by Daniel.Wright
Fixed skylight with specified cubemap being black
Change 3061999 on 2016/07/22 by Marcus.Wassmer
Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up.
Change 3062241 on 2016/07/22 by Daniel.Wright
Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms
Change 3062244 on 2016/07/22 by Daniel.Wright
Discard old prenormalized reflection environment data on load
Change 3062283 on 2016/07/22 by Daniel.Wright
MSAA support for the forward renderer
* AntiAliasing method is chosen in Rendering project settings, DefaultSettings category
* Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing
* Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA
* The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content
* Added r.MSAACount which defaults to 4
* Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve
* GBuffer targets are no longer allocated when using the forward renderer
* Decal blend modes that write to the GBuffer fall back to SceneColor emissive only
Change 3062666 on 2016/07/23 by Uriel.Doyon
Added legend to streaming accuracy viewmodes
Added a new helper class FRenderTargetTemp to be reused in different canvas rendering.
Exposed the pass through pixel shader so that it can be reused.
#review-3058986 @marcus.wassmer
Change 3063023 on 2016/07/25 by Luke.Thatcher
Fix "RecompileShaders Changed" when using Cook On The Fly.
#jira UE-33573
Change 3063078 on 2016/07/25 by Ben.Woodhouse
Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc
Change 3063315 on 2016/07/25 by Ben.Woodhouse
Fix div 0 in motion blur. This caused artifacts in some fairly common cases
#jira UE-32331
Change 3063897 on 2016/07/25 by Uriel.Doyon
Fixed missing qualifier on interpolants
Change 3064559 on 2016/07/26 by Ben.Woodhouse
Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
Tested fix on xbox, PC and PS4, using QAGame
#jira UE-28592
Change 3064896 on 2016/07/26 by Ben.Woodhouse
Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16)
Change 3064913 on 2016/07/26 by Ben.Marsh
Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings.
Change 3065326 on 2016/07/26 by Uriel.Doyon
Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
#jira UE-32585
Change 3065541 on 2016/07/26 by Daniel.Wright
Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading
Change 3065543 on 2016/07/26 by Daniel.Wright
Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
Change 3065545 on 2016/07/26 by Daniel.Wright
Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale.
Fixed reflection capture feedback with base pass reflections
Change 3066783 on 2016/07/27 by Daniel.Wright
Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot
Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3)
Change 3066794 on 2016/07/27 by Daniel.Wright
Fixed crash rendering planar reflections due to NULL PostProcessSettings
Change 3067412 on 2016/07/27 by Daniel.Wright
Fix for OpenGL4 with uint interpolator
Change 3068470 on 2016/07/28 by Daniel.Wright
Fixed crash rendering translucency with translucent shadows which were determined to be invisible
Change 3069046 on 2016/07/28 by Daniel.Wright
Handle null Family in SetupAntiAliasingMethod
Change 3069059 on 2016/07/28 by Daniel.Wright
Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface)
Change 3069391 on 2016/07/28 by Daniel.Wright
Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright
Change 3070369 on 2016/07/29 by Daniel.Wright
r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing
Change 3070370 on 2016/07/29 by Daniel.Wright
Bumped reflection capture DDC version to get rid of legacy prenormalized data
Change 3070680 on 2016/07/29 by Marcus.Wassmer
Fix slate ensure that is most likely a timing issue exposed by rendering.
#ue-33902
Change 3070811 on 2016/07/29 by Marcus.Wassmer
Fix ProjectLauncher errors when loading old versions
#ue-33939
Change 3070971 on 2016/07/29 by Uriel.Doyon
Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory
Change 3071452 on 2016/07/31 by Uriel.Doyon
Updated the legend description for the (texture streaming) primitive distance accuracy view mode
[CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
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Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3794640)
#lockdown Nick.Penwarden
#rb no.one
============================
MAJOR FEATURES & CHANGES
============================
Change 3543285 by Nick.Atamas
Merging using //UE4/Release-4.17/... -> //UE4/Dev-VR/... :
Fixed UEVR-852:
Adjusted Google Tango Plugins copyright to Copyright Google 2017.
Removed Apache 2.0 license.
Change 3767306 by Mike.Beach
Adopting a set of video capture fixes from Darren Pegg:
"Windows 7 : fix capture problems by reinitializing tracks, only active on windows < 8.0."
+ mirroring CL 3741444 ("Add windows 10 support to the application manifest"), which was needed for this
#jira UE-49870, UE-50217, UE-50227, UE-50224
Change 3767317 by Mike.Beach
[MR] Fixing up the mixed reality framework's async BP nodes (handling MediaPlayer assets set to not play-on-open - preventing a crash and keeping the stream playing), so they work with the changes to the WMF media player introduced in CL 3767306.
#jira UEVR-910
Change 3767484 by Mike.Beach
Correcting user facing messages/tooltips to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3767489 by Mike.Beach
Correcting source comment to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3768155 by Ryan.Vance
#jira UE-52089
Fixing cardboard only rendering in one eye.
Change 3769011 by Douglas.Copeland
Removing Clipping Planes from TM-HMDNodes (Level and LevelBP. Feature removed). Rebuilding Map.
Change 3769195 by Douglas.Copeland
Removing AA PostProcessing Volumes in TM-VRSmoke. AA does not change via PP Volumes since 4.14
Change 3769256 by Douglas.Copeland
Removing TM-VRLandscapeFoliage Map. Never used in suite/bloat.
Change 3769453 by Douglas.Copeland
Resaving content to resolve engine content warning
Change 3771076 by Keli.Hlodversson
Add missing const to a ref parameter.
Change 3771141 by Keli.Hlodversson
Fix world locked stereo layer positions on SteamVR when there is a camera component representing the HMD.
#jira UE-52353
Change 3771602 by Mike.Beach
Replacing temp Rift controller models with official ones from Oculus.
#jira UEVR-830
Change 3774877 by Mike.Beach
Refining MR calibration (WIP)...
- New alignment process [WIP]
- More modular calibration steps (for easier refactoring)
- Stubbed in phase for lens calibration
- Centralized interface for debug (dev) settings
Change 3774880 by Mike.Beach
Adopted changes from Oculus (SI1.21); stubbing in functionality for:
- Lens matched shading
- Dynamic screen refresh rate switching
- Added BP API calls: GetGPUUtilization, GetTiledMultiresLevel , SetTiledMultiresLevel, GetDeviceName, GetAvailableDisplayFrequencies, GetCurrentDisplayFrequency, SetDisplayFrequency
Change 3774922 by Mike.Beach
Attempting CIS fix.
Change 3774972 by Mike.Beach
Making it so you can override the material on model components from the various XR systems (via MotionController component).
Change 3774974 by Mike.Beach
Missing assets from CL 3774877.
Change 3775128 by Nick.Atamas
Merging //UE4/Partner-Google-VR @ CL 3770408 to Dev-VR (//UE4/Dev-VR)
Change 3776135 by Mike.Beach
MR [WIP] - Updating the calibration save process .
- Now save after each calibration step
- Stubbed in save data for lens distortion
- Track progress and load you to the first incomplete calibration step
Change 3777110 by Mike.Beach
[WIP] MR - Adding ability to easily mirror monitor screen.
Change 3777146 by Mike.Beach
Removing superflous ensure that some of us were hitting.
Change 3777417 by Mike.Beach
[WIP] MR - Fixing alignment adjustment controls to match mirrored monitor.
Change 3777436 by Nick.Atamas
Initial check in of AugmentedReality module and ARKit support for it.
Also adding QAARApp to test the use of these systems.
Change 3778009 by Nick.Atamas
Missing file
Change 3778067 by Nick.Atamas
Fixing CIS
Change 3778155 by Nick.Atamas
Spot merging CL 3777463 //UE4/Partner-Google-VR to //UE4/Dev-VR
Change 3778209 by Nick.Atamas
More CIS fixing.
Change 3778821 by Mike.Beach
[WIP] MR - Moving the alignment point system to pull from an easily modifiable DataTable (so we can change easily).
Change 3779431 by Joe.Graf
Merging using //UE4/Dev-Editor/_to_//UE4/Dev-VR/
Change 3780822 by Keli.Hlodversson
Adding OpenCV binaries plus build script to automatically fetch and rebuild it
#jira UE-52725
Change 3781037 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781046 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781049 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781129 by Joe.Graf
Fixed the warning generated by OpenCV.Build.cs
Change 3783476 by Mike.Beach
Attempt at fixing Win32 CIS errors.
Change 3783845 by Martin.Wilson
Allow deprecated properties to still be accessed in blueprints so long as they have Blueprint Getters and Setters. Allows us to have a clean deprecation path for blueprint accessed properties
Change 3784397 by Jeff.Fisher
UE-51390 GitHub 4141 : Allow VR plugins to have multiple viewports and rotated eye orientations
PR #4141: Allow VR plugins to have multiple viewports and rotated eye orientations (Contributed by AustinPuk-Conffx)
-This loosens some assumptions in the api about how many stereo render passes there are to allow plugins to implement more than we currently use for any of our plugins.
-It also starts to replace some comparison test logic with the stereo pass enum values with IStereoRendering helper functions, do avoid duplicating the expressions all over.
#jira UE-51390
#review-3779148
Change 3784545 by Jeff.Fisher
Build fix for cl 3784397, made a local variable name unique.
Change 3784553 by Chance.Ivey
Stubbing Mobile AR Template files. Needs logic, icons and copy.
Change 3784570 by Jeff.Fisher
fix for cl 3784397
-Reverted monoscopicfarfield default change, accidentaly submit
Change 3785134 by Mike.Beach
[WIP] MR - Correcting some of the alignment algorithms & adding a preview key for the new alignment.
Change 3787180 by Mike.Beach
Fixing up CIS
#jira UE-52998, UE-52996
Change 3787272 by Mike.Beach
Adopted changes from the anim team - Followup to CL 3787240.
The LiveLink framework is now implementing the new IMotionController interface, and supplying tracking+ data through the engine's MotionController components.
#jira UE-52783
Change 3787454 by Jeff.Fisher
Adding brackets after if as specific in code review.
Change 3787591 by Keli.Hlodversson
Add tps files for OpenCV
Change 3788478 by Mike.Beach
Switching over the MR calibration process to use the new MotionController source ID (rather than the deprecated Hand enum). Also, adding device attachment selection to the first calibration step and switching it to use the new modular interface system.
#jira UEVR-1042, UEVR-1045, UEVR-1046
Change 3789836 by Jeff.Fisher
UE-53069 Editor crashes on open without SteamVR attached
-needed to check we are in stereo and device exists.
-Note just having the morpheus plugin enabled creates a device, so you need to have that disabled to reproduce this bug
#jira UE-53069
Change 3789841 by Mike.Beach
CIS fix - fallout from CL 3787272.
Change 3790102 by Jeff.Fisher
UE-53079 Packaging for android results in a critical error referencing global shader FHdrCustomResolveFMask4xPS
-Android shader compiler is a bit pickier on parameter matching, fixed the parameter.
#jira UE-53079
Change 3790174 by Jeff.Fisher
UE-53084 Mac editor crashes on open, Failed to compile global shader FWideCustomResolve8_2x_truePS
-Another shader parameter match.
#jira UE-53084
Change 3791727 by Mike.Beach
Fallout from CL 3787272 - missed use of now deprecated Hand property on MotionController components.
#jira UE-53080
Change 3766717 by Mike.Beach
Adding a TrackingToWorld transform to IXRTrackingSystem - default impl updates the cached transform once per frame (at the begining) and determines it from the project's camera setup (making the assumption the camera's root is the XR origin).
Change 3771327 by Ryan.Vance
#jira UE-52513
Fixing console rendering. The ortho projections were taking screen percentage of the panel into account for size instead of pixeldensity * ideal size.
Change 3773348 by Mike.Beach
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
Change 3787240 by Mike.Beach
Adopting IMotionController changes from anim team (in support of LiveLink)...
- MotionControllerComponent EControllerHand Hand is deprecated, replaced by FName MotionSource
- Blueprint get set nodes for the Hand property will still function but will warn as deprecated, this is achieved via using deprecated BlueprintGetter and BlueprintSetter on the property (plus a change to UHT to allow that to compile)
- MotionSource Setter node has pin customization to show choice box instead of standard FName text box.
- New base class for motion controllers XRMotionControllerBase.h/cpp
- Provides default implementations for new functions (Enumerate Source, Custom Parameter etc)
- Provides wrapper functions that take EControllerHand so that the controllers themselves dont have to change.
- Motion Source custom choice box. Polls MotionControllers for sources via EnumerateSources interface. Also allows custom text type in. Is Exposed to details panel and setter pin (as above).
- Added a Dev-VR custom version for reading the Hand property and moving it to MotionSource
#jira UE-52783
Change 3787975 by Ryan.Vance
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
[CL 3794679 by Mike Beach in Main branch]
2017-12-07 13:42:10 -05:00
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IMPLEMENT_RESOLVE_SHADER(0, 1, true);
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IMPLEMENT_RESOLVE_SHADER(2, 0, true);
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IMPLEMENT_RESOLVE_SHADER(2, 1, true);
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IMPLEMENT_RESOLVE_SHADER(2, 2, true);
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IMPLEMENT_RESOLVE_SHADER(2, 3, true);
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IMPLEMENT_RESOLVE_SHADER(4, 0, true);
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IMPLEMENT_RESOLVE_SHADER(4, 1, true);
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IMPLEMENT_RESOLVE_SHADER(4, 2, true);
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IMPLEMENT_RESOLVE_SHADER(4, 3, true);
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IMPLEMENT_RESOLVE_SHADER(8, 0, true);
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IMPLEMENT_RESOLVE_SHADER(8, 1, true);
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IMPLEMENT_RESOLVE_SHADER(8, 2, true);
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IMPLEMENT_RESOLVE_SHADER(8, 3, true);
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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3055495 on 2016/07/19 by Marc.Olano
Allow Noise material node on mobile
No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions.
#jira UE-33345
Change 3055602 on 2016/07/19 by Luke.Thatcher
Fix crash bug in D3D11 RHI when selecting adapters.
- Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device).
#jira UE-33236
Change 3055890 on 2016/07/19 by Daniel.Wright
Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was
Change 3055891 on 2016/07/19 by Daniel.Wright
Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports
* This will effectively double partial distiance field update costs until clipping of the update regions is implemented
Change 3055892 on 2016/07/19 by Daniel.Wright
Higher poly light source shapes drawn into reflection captures
Change 3055893 on 2016/07/19 by Daniel.Wright
More info to 'Incompatible surface format' GNM assert
Change 3055904 on 2016/07/19 by Daniel.Wright
Reflection environment normalization improvements
* Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely.
* When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene.
* Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data.
* The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness
* Removed unused r.DiffuseFromCaptures
* Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8
Change 3055905 on 2016/07/19 by Daniel.Wright
Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV
Change 3059486 on 2016/07/21 by Nick.Penwarden
Testing #uecritical
Change 3060558 on 2016/07/21 by Daniel.Wright
Fixed skylight with specified cubemap being black
Change 3061999 on 2016/07/22 by Marcus.Wassmer
Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up.
Change 3062241 on 2016/07/22 by Daniel.Wright
Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms
Change 3062244 on 2016/07/22 by Daniel.Wright
Discard old prenormalized reflection environment data on load
Change 3062283 on 2016/07/22 by Daniel.Wright
MSAA support for the forward renderer
* AntiAliasing method is chosen in Rendering project settings, DefaultSettings category
* Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing
* Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA
* The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content
* Added r.MSAACount which defaults to 4
* Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve
* GBuffer targets are no longer allocated when using the forward renderer
* Decal blend modes that write to the GBuffer fall back to SceneColor emissive only
Change 3062666 on 2016/07/23 by Uriel.Doyon
Added legend to streaming accuracy viewmodes
Added a new helper class FRenderTargetTemp to be reused in different canvas rendering.
Exposed the pass through pixel shader so that it can be reused.
#review-3058986 @marcus.wassmer
Change 3063023 on 2016/07/25 by Luke.Thatcher
Fix "RecompileShaders Changed" when using Cook On The Fly.
#jira UE-33573
Change 3063078 on 2016/07/25 by Ben.Woodhouse
Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc
Change 3063315 on 2016/07/25 by Ben.Woodhouse
Fix div 0 in motion blur. This caused artifacts in some fairly common cases
#jira UE-32331
Change 3063897 on 2016/07/25 by Uriel.Doyon
Fixed missing qualifier on interpolants
Change 3064559 on 2016/07/26 by Ben.Woodhouse
Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
Tested fix on xbox, PC and PS4, using QAGame
#jira UE-28592
Change 3064896 on 2016/07/26 by Ben.Woodhouse
Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16)
Change 3064913 on 2016/07/26 by Ben.Marsh
Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings.
Change 3065326 on 2016/07/26 by Uriel.Doyon
Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
#jira UE-32585
Change 3065541 on 2016/07/26 by Daniel.Wright
Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading
Change 3065543 on 2016/07/26 by Daniel.Wright
Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
Change 3065545 on 2016/07/26 by Daniel.Wright
Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale.
Fixed reflection capture feedback with base pass reflections
Change 3066783 on 2016/07/27 by Daniel.Wright
Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot
Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3)
Change 3066794 on 2016/07/27 by Daniel.Wright
Fixed crash rendering planar reflections due to NULL PostProcessSettings
Change 3067412 on 2016/07/27 by Daniel.Wright
Fix for OpenGL4 with uint interpolator
Change 3068470 on 2016/07/28 by Daniel.Wright
Fixed crash rendering translucency with translucent shadows which were determined to be invisible
Change 3069046 on 2016/07/28 by Daniel.Wright
Handle null Family in SetupAntiAliasingMethod
Change 3069059 on 2016/07/28 by Daniel.Wright
Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface)
Change 3069391 on 2016/07/28 by Daniel.Wright
Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright
Change 3070369 on 2016/07/29 by Daniel.Wright
r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing
Change 3070370 on 2016/07/29 by Daniel.Wright
Bumped reflection capture DDC version to get rid of legacy prenormalized data
Change 3070680 on 2016/07/29 by Marcus.Wassmer
Fix slate ensure that is most likely a timing issue exposed by rendering.
#ue-33902
Change 3070811 on 2016/07/29 by Marcus.Wassmer
Fix ProjectLauncher errors when loading old versions
#ue-33939
Change 3070971 on 2016/07/29 by Uriel.Doyon
Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory
Change 3071452 on 2016/07/31 by Uriel.Doyon
Updated the legend description for the (texture streaming) primitive distance accuracy view mode
[CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
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Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3794640)
#lockdown Nick.Penwarden
#rb no.one
============================
MAJOR FEATURES & CHANGES
============================
Change 3543285 by Nick.Atamas
Merging using //UE4/Release-4.17/... -> //UE4/Dev-VR/... :
Fixed UEVR-852:
Adjusted Google Tango Plugins copyright to Copyright Google 2017.
Removed Apache 2.0 license.
Change 3767306 by Mike.Beach
Adopting a set of video capture fixes from Darren Pegg:
"Windows 7 : fix capture problems by reinitializing tracks, only active on windows < 8.0."
+ mirroring CL 3741444 ("Add windows 10 support to the application manifest"), which was needed for this
#jira UE-49870, UE-50217, UE-50227, UE-50224
Change 3767317 by Mike.Beach
[MR] Fixing up the mixed reality framework's async BP nodes (handling MediaPlayer assets set to not play-on-open - preventing a crash and keeping the stream playing), so they work with the changes to the WMF media player introduced in CL 3767306.
#jira UEVR-910
Change 3767484 by Mike.Beach
Correcting user facing messages/tooltips to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3767489 by Mike.Beach
Correcting source comment to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3768155 by Ryan.Vance
#jira UE-52089
Fixing cardboard only rendering in one eye.
Change 3769011 by Douglas.Copeland
Removing Clipping Planes from TM-HMDNodes (Level and LevelBP. Feature removed). Rebuilding Map.
Change 3769195 by Douglas.Copeland
Removing AA PostProcessing Volumes in TM-VRSmoke. AA does not change via PP Volumes since 4.14
Change 3769256 by Douglas.Copeland
Removing TM-VRLandscapeFoliage Map. Never used in suite/bloat.
Change 3769453 by Douglas.Copeland
Resaving content to resolve engine content warning
Change 3771076 by Keli.Hlodversson
Add missing const to a ref parameter.
Change 3771141 by Keli.Hlodversson
Fix world locked stereo layer positions on SteamVR when there is a camera component representing the HMD.
#jira UE-52353
Change 3771602 by Mike.Beach
Replacing temp Rift controller models with official ones from Oculus.
#jira UEVR-830
Change 3774877 by Mike.Beach
Refining MR calibration (WIP)...
- New alignment process [WIP]
- More modular calibration steps (for easier refactoring)
- Stubbed in phase for lens calibration
- Centralized interface for debug (dev) settings
Change 3774880 by Mike.Beach
Adopted changes from Oculus (SI1.21); stubbing in functionality for:
- Lens matched shading
- Dynamic screen refresh rate switching
- Added BP API calls: GetGPUUtilization, GetTiledMultiresLevel , SetTiledMultiresLevel, GetDeviceName, GetAvailableDisplayFrequencies, GetCurrentDisplayFrequency, SetDisplayFrequency
Change 3774922 by Mike.Beach
Attempting CIS fix.
Change 3774972 by Mike.Beach
Making it so you can override the material on model components from the various XR systems (via MotionController component).
Change 3774974 by Mike.Beach
Missing assets from CL 3774877.
Change 3775128 by Nick.Atamas
Merging //UE4/Partner-Google-VR @ CL 3770408 to Dev-VR (//UE4/Dev-VR)
Change 3776135 by Mike.Beach
MR [WIP] - Updating the calibration save process .
- Now save after each calibration step
- Stubbed in save data for lens distortion
- Track progress and load you to the first incomplete calibration step
Change 3777110 by Mike.Beach
[WIP] MR - Adding ability to easily mirror monitor screen.
Change 3777146 by Mike.Beach
Removing superflous ensure that some of us were hitting.
Change 3777417 by Mike.Beach
[WIP] MR - Fixing alignment adjustment controls to match mirrored monitor.
Change 3777436 by Nick.Atamas
Initial check in of AugmentedReality module and ARKit support for it.
Also adding QAARApp to test the use of these systems.
Change 3778009 by Nick.Atamas
Missing file
Change 3778067 by Nick.Atamas
Fixing CIS
Change 3778155 by Nick.Atamas
Spot merging CL 3777463 //UE4/Partner-Google-VR to //UE4/Dev-VR
Change 3778209 by Nick.Atamas
More CIS fixing.
Change 3778821 by Mike.Beach
[WIP] MR - Moving the alignment point system to pull from an easily modifiable DataTable (so we can change easily).
Change 3779431 by Joe.Graf
Merging using //UE4/Dev-Editor/_to_//UE4/Dev-VR/
Change 3780822 by Keli.Hlodversson
Adding OpenCV binaries plus build script to automatically fetch and rebuild it
#jira UE-52725
Change 3781037 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781046 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781049 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781129 by Joe.Graf
Fixed the warning generated by OpenCV.Build.cs
Change 3783476 by Mike.Beach
Attempt at fixing Win32 CIS errors.
Change 3783845 by Martin.Wilson
Allow deprecated properties to still be accessed in blueprints so long as they have Blueprint Getters and Setters. Allows us to have a clean deprecation path for blueprint accessed properties
Change 3784397 by Jeff.Fisher
UE-51390 GitHub 4141 : Allow VR plugins to have multiple viewports and rotated eye orientations
PR #4141: Allow VR plugins to have multiple viewports and rotated eye orientations (Contributed by AustinPuk-Conffx)
-This loosens some assumptions in the api about how many stereo render passes there are to allow plugins to implement more than we currently use for any of our plugins.
-It also starts to replace some comparison test logic with the stereo pass enum values with IStereoRendering helper functions, do avoid duplicating the expressions all over.
#jira UE-51390
#review-3779148
Change 3784545 by Jeff.Fisher
Build fix for cl 3784397, made a local variable name unique.
Change 3784553 by Chance.Ivey
Stubbing Mobile AR Template files. Needs logic, icons and copy.
Change 3784570 by Jeff.Fisher
fix for cl 3784397
-Reverted monoscopicfarfield default change, accidentaly submit
Change 3785134 by Mike.Beach
[WIP] MR - Correcting some of the alignment algorithms & adding a preview key for the new alignment.
Change 3787180 by Mike.Beach
Fixing up CIS
#jira UE-52998, UE-52996
Change 3787272 by Mike.Beach
Adopted changes from the anim team - Followup to CL 3787240.
The LiveLink framework is now implementing the new IMotionController interface, and supplying tracking+ data through the engine's MotionController components.
#jira UE-52783
Change 3787454 by Jeff.Fisher
Adding brackets after if as specific in code review.
Change 3787591 by Keli.Hlodversson
Add tps files for OpenCV
Change 3788478 by Mike.Beach
Switching over the MR calibration process to use the new MotionController source ID (rather than the deprecated Hand enum). Also, adding device attachment selection to the first calibration step and switching it to use the new modular interface system.
#jira UEVR-1042, UEVR-1045, UEVR-1046
Change 3789836 by Jeff.Fisher
UE-53069 Editor crashes on open without SteamVR attached
-needed to check we are in stereo and device exists.
-Note just having the morpheus plugin enabled creates a device, so you need to have that disabled to reproduce this bug
#jira UE-53069
Change 3789841 by Mike.Beach
CIS fix - fallout from CL 3787272.
Change 3790102 by Jeff.Fisher
UE-53079 Packaging for android results in a critical error referencing global shader FHdrCustomResolveFMask4xPS
-Android shader compiler is a bit pickier on parameter matching, fixed the parameter.
#jira UE-53079
Change 3790174 by Jeff.Fisher
UE-53084 Mac editor crashes on open, Failed to compile global shader FWideCustomResolve8_2x_truePS
-Another shader parameter match.
#jira UE-53084
Change 3791727 by Mike.Beach
Fallout from CL 3787272 - missed use of now deprecated Hand property on MotionController components.
#jira UE-53080
Change 3766717 by Mike.Beach
Adding a TrackingToWorld transform to IXRTrackingSystem - default impl updates the cached transform once per frame (at the begining) and determines it from the project's camera setup (making the assumption the camera's root is the XR origin).
Change 3771327 by Ryan.Vance
#jira UE-52513
Fixing console rendering. The ortho projections were taking screen percentage of the panel into account for size instead of pixeldensity * ideal size.
Change 3773348 by Mike.Beach
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
Change 3787240 by Mike.Beach
Adopting IMotionController changes from anim team (in support of LiveLink)...
- MotionControllerComponent EControllerHand Hand is deprecated, replaced by FName MotionSource
- Blueprint get set nodes for the Hand property will still function but will warn as deprecated, this is achieved via using deprecated BlueprintGetter and BlueprintSetter on the property (plus a change to UHT to allow that to compile)
- MotionSource Setter node has pin customization to show choice box instead of standard FName text box.
- New base class for motion controllers XRMotionControllerBase.h/cpp
- Provides default implementations for new functions (Enumerate Source, Custom Parameter etc)
- Provides wrapper functions that take EControllerHand so that the controllers themselves dont have to change.
- Motion Source custom choice box. Polls MotionControllers for sources via EnumerateSources interface. Also allows custom text type in. Is Exposed to details panel and setter pin (as above).
- Added a Dev-VR custom version for reading the Hand property and moving it to MotionSource
#jira UE-52783
Change 3787975 by Ryan.Vance
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
[CL 3794679 by Mike Beach in Main branch]
2017-12-07 13:42:10 -05:00
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template <unsigned Width, unsigned MSAA, bool UseFMask>
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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3055495 on 2016/07/19 by Marc.Olano
Allow Noise material node on mobile
No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions.
#jira UE-33345
Change 3055602 on 2016/07/19 by Luke.Thatcher
Fix crash bug in D3D11 RHI when selecting adapters.
- Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device).
#jira UE-33236
Change 3055890 on 2016/07/19 by Daniel.Wright
Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was
Change 3055891 on 2016/07/19 by Daniel.Wright
Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports
* This will effectively double partial distiance field update costs until clipping of the update regions is implemented
Change 3055892 on 2016/07/19 by Daniel.Wright
Higher poly light source shapes drawn into reflection captures
Change 3055893 on 2016/07/19 by Daniel.Wright
More info to 'Incompatible surface format' GNM assert
Change 3055904 on 2016/07/19 by Daniel.Wright
Reflection environment normalization improvements
* Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely.
* When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene.
* Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data.
* The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness
* Removed unused r.DiffuseFromCaptures
* Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8
Change 3055905 on 2016/07/19 by Daniel.Wright
Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV
Change 3059486 on 2016/07/21 by Nick.Penwarden
Testing #uecritical
Change 3060558 on 2016/07/21 by Daniel.Wright
Fixed skylight with specified cubemap being black
Change 3061999 on 2016/07/22 by Marcus.Wassmer
Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up.
Change 3062241 on 2016/07/22 by Daniel.Wright
Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms
Change 3062244 on 2016/07/22 by Daniel.Wright
Discard old prenormalized reflection environment data on load
Change 3062283 on 2016/07/22 by Daniel.Wright
MSAA support for the forward renderer
* AntiAliasing method is chosen in Rendering project settings, DefaultSettings category
* Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing
* Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA
* The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content
* Added r.MSAACount which defaults to 4
* Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve
* GBuffer targets are no longer allocated when using the forward renderer
* Decal blend modes that write to the GBuffer fall back to SceneColor emissive only
Change 3062666 on 2016/07/23 by Uriel.Doyon
Added legend to streaming accuracy viewmodes
Added a new helper class FRenderTargetTemp to be reused in different canvas rendering.
Exposed the pass through pixel shader so that it can be reused.
#review-3058986 @marcus.wassmer
Change 3063023 on 2016/07/25 by Luke.Thatcher
Fix "RecompileShaders Changed" when using Cook On The Fly.
#jira UE-33573
Change 3063078 on 2016/07/25 by Ben.Woodhouse
Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc
Change 3063315 on 2016/07/25 by Ben.Woodhouse
Fix div 0 in motion blur. This caused artifacts in some fairly common cases
#jira UE-32331
Change 3063897 on 2016/07/25 by Uriel.Doyon
Fixed missing qualifier on interpolants
Change 3064559 on 2016/07/26 by Ben.Woodhouse
Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
Tested fix on xbox, PC and PS4, using QAGame
#jira UE-28592
Change 3064896 on 2016/07/26 by Ben.Woodhouse
Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16)
Change 3064913 on 2016/07/26 by Ben.Marsh
Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings.
Change 3065326 on 2016/07/26 by Uriel.Doyon
Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
#jira UE-32585
Change 3065541 on 2016/07/26 by Daniel.Wright
Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading
Change 3065543 on 2016/07/26 by Daniel.Wright
Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
Change 3065545 on 2016/07/26 by Daniel.Wright
Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale.
Fixed reflection capture feedback with base pass reflections
Change 3066783 on 2016/07/27 by Daniel.Wright
Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot
Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3)
Change 3066794 on 2016/07/27 by Daniel.Wright
Fixed crash rendering planar reflections due to NULL PostProcessSettings
Change 3067412 on 2016/07/27 by Daniel.Wright
Fix for OpenGL4 with uint interpolator
Change 3068470 on 2016/07/28 by Daniel.Wright
Fixed crash rendering translucency with translucent shadows which were determined to be invisible
Change 3069046 on 2016/07/28 by Daniel.Wright
Handle null Family in SetupAntiAliasingMethod
Change 3069059 on 2016/07/28 by Daniel.Wright
Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface)
Change 3069391 on 2016/07/28 by Daniel.Wright
Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright
Change 3070369 on 2016/07/29 by Daniel.Wright
r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing
Change 3070370 on 2016/07/29 by Daniel.Wright
Bumped reflection capture DDC version to get rid of legacy prenormalized data
Change 3070680 on 2016/07/29 by Marcus.Wassmer
Fix slate ensure that is most likely a timing issue exposed by rendering.
#ue-33902
Change 3070811 on 2016/07/29 by Marcus.Wassmer
Fix ProjectLauncher errors when loading old versions
#ue-33939
Change 3070971 on 2016/07/29 by Uriel.Doyon
Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory
Change 3071452 on 2016/07/31 by Uriel.Doyon
Updated the legend description for the (texture streaming) primitive distance accuracy view mode
[CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
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static void ResolveColorWideInternal2(
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FRHICommandList& RHICmdList,
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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3244756 on 2017/01/03 by Marcus.Wassmer
Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3248667 on 2017/01/05 by Olaf.Piesche
Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure
#jira UE-40160
Change 3249324 on 2017/01/06 by Marcus.Wassmer
Resave with an actual version to stop cook warning
Change 3249611 on 2017/01/06 by Marcus.Wassmer
Just remove warning-causing niagara data for now.
Change 3308052 on 2017/02/16 by Rolando.Caloca
DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute
Change 3308109 on 2017/02/16 by Rolando.Caloca
DR - Upgrade glslang to 1.0.39.1
Change 3308111 on 2017/02/16 by Rolando.Caloca
DR - Update Vulkan distribution to 1.0.39.1
Change 3308153 on 2017/02/16 by Rolando.Caloca
DR - Updated glslang libs
Change 3308842 on 2017/02/17 by Rolando.Caloca
DR - Fixed copy/paste
Change 3310007 on 2017/02/17 by Chris.Bunner
Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971.
#jira UE-37792
Change 3310154 on 2017/02/17 by Chris.Bunner
Assert when attempting to add a custom material attribute already in the base attributes list.
Change 3310155 on 2017/02/17 by Chris.Bunner
PR #3231: Validate material index before accessing (Contributed by projectgheist)
#jira UE-41774, UE-41788
Change 3310162 on 2017/02/17 by Chris.Bunner
PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist)
#jira UE-41823, UE-41950
Change 3310176 on 2017/02/17 by Chris.Bunner
Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini).
Update to AGS 5.0.5.
Partial code tidy up.
Change 3310187 on 2017/02/17 by Chris.Bunner
Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression.
#jira UE-41594
Change 3310215 on 2017/02/17 by Chris.Bunner
Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available).
More descriptive error for missing Cubemap UV input on TextureSample material node .
#jira UE-33098
Change 3310838 on 2017/02/18 by Joe.Graf
Moved some private functions to public for a licensee
#CodeReview: matt.kuhlenschmidt
#rb: n/a
Change 3311876 on 2017/02/20 by Rolando.Caloca
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
#jira UE-42014
Change 3314139 on 2017/02/21 by Rolando.Caloca
DR - Minor cleanup pass
- Remove FVulkanPendingState
- Renamed some classes for clarity
- Hoist pending UAVs for flush out to pending compute state
Change 3314642 on 2017/02/21 by Rolando.Caloca
DR - Some more renaming
Change 3315431 on 2017/02/21 by Ben.Salem
Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time.
#tests Ran showdown demo several times
Change 3316710 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Fix refract intrinsic
Change 3316718 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Built libs to pick up change from 3316710 - refract fix
Change 3316820 on 2017/02/22 by Benjamin.Hyder
updating Tm-TrigNodes map
Change 3317192 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317528 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317639 on 2017/02/22 by Benjamin.Hyder
Updating Decal on Complex Mesh example in QA-Decals
Change 3317764 on 2017/02/22 by Benjamin.Hyder
Final updates to QA-Decals
Change 3318319 on 2017/02/22 by Rolando.Caloca
DR - minor reorg/rename
Change 3318379 on 2017/02/22 by Rolando.Caloca
DR - more cleanup
Change 3321181 on 2017/02/24 by Rolando.Caloca
DR - Fix GL bug
Change 3321247 on 2017/02/24 by Rolando.Caloca
DR - Fix misc bugs
Change 3321898 on 2017/02/24 by Chris.Bunner
Only issue clear TLV dispatch if required.
#jira UERNDR-193
Change 3321904 on 2017/02/24 by Chris.Bunner
Added comment for potential future optimization.
Change 3322013 on 2017/02/24 by Uriel.Doyon
Fixed separate translucency being affected by Gaussian DOF
#jira UE-40489
Change 3322517 on 2017/02/24 by Uriel.Doyon
Fixed issue with InvestigateTexture command removing budget limit.
Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures.
#jira UE-40485
Change 3323470 on 2017/02/27 by Chad.Garyet
Removing DDC job from dev-rendering
Change 3323479 on 2017/02/27 by Chad.Garyet
Removing RDU agent type
Change 3323519 on 2017/02/27 by Chad.Garyet
removing NCL/LHR/SEA agent types to clean up space
Change 3323639 on 2017/02/27 by Benjamin.Hyder
More updates to QA-Decals
Change 3324207 on 2017/02/27 by Uriel.Doyon
Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias
Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef
Change 3324396 on 2017/02/27 by Uriel.Doyon
Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization
#jira UE-40485
Change 3325227 on 2017/02/28 by Chris.Bunner
Fix-up AMD AGS libs.
Change 3325566 on 2017/02/28 by Uriel.Doyon
Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num
Change 3326009 on 2017/02/28 by Uriel.Doyon
Better fix for 3325566, as the previous fix would ignore the material instance overrides.
Change 3327058 on 2017/03/01 by Benjamin.Hyder
Preparing TM_Shadermodels map for automation
Change 3328222 on 2017/03/01 by Chris.Bunner
Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals.
#jira UE-42449, UE-42446
Change 3329848 on 2017/03/02 by Uriel.Doyon
Added some extra logs to help track UE-42168
Change 3329977 on 2017/03/02 by Rolando.Caloca
DR - Fix bad clear value
Change 3330008 on 2017/03/02 by Benjamin.Hyder
More preparations for QA-Decals automation
Change 3330754 on 2017/03/02 by Daniel.Wright
Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything
Change 3331451 on 2017/03/03 by Marc.Olano
Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal
Change 3331839 on 2017/03/03 by Rolando.Caloca
DR - hlslcc - add missing file to project
Change 3332247 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel
PR #3305
#jira UE-42393
Change 3332259 on 2017/03/03 by Rolando.Caloca
DR - Fix bad index into pixel formats
PR #3237
#jira UE-41855
Change 3332305 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers
PR #3271
#jira UE-32618
Change 3332313 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel (properly)
PR #3305
#jira UE-42393
Change 3332317 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers (properly)
PR #3271
#jira UE-32618
Change 3332368 on 2017/03/03 by Rolando.Caloca
DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan
Change 3333690 on 2017/03/06 by Daniel.Wright
[Copy] Changing movable skylight properties no longer affects static draw lists
Change 3333693 on 2017/03/06 by Daniel.Wright
[Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations
Change 3333705 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting.
* 8 bit uses half memory but introduces error for thin surfaces or large meshes.
Change 3333721 on 2017/03/06 by David.Hill
DecalProxy:
Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component).
Change 3333772 on 2017/03/06 by Daniel.Wright
[Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur.
Change 3333790 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance field generation uses Embree, for a 2.5x speedup
* Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging
Change 3333822 on 2017/03/06 by Daniel.Wright
[Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp
* Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up
Change 3333827 on 2017/03/06 by Daniel.Wright
[Copy] Range compress 8bit distance fields - gets one extra bit of precision on average
Change 3333828 on 2017/03/06 by Daniel.Wright
[Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low
Change 3333831 on 2017/03/06 by Daniel.Wright
Non-editor compile fix
Change 3333836 on 2017/03/06 by Daniel.Wright
[Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb.
Change 3333843 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionExponent to skylight component
* Useful for brightening up indoors without losing contact shadows as MinOcclusion does
Change 3333845 on 2017/03/06 by Daniel.Wright
[Copy] Capsule shadow BP functions
Change 3333850 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionCombineMode to skylight component
Change 3333854 on 2017/03/06 by Daniel.Wright
[Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu
Change 3333857 on 2017/03/06 by Daniel.Wright
[Copy] Clear light attenuation for local lights with a quad covering their screen extents
* Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms.
* Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4
Change 3333860 on 2017/03/06 by Daniel.Wright
[Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory
Change 3333861 on 2017/03/06 by Daniel.Wright
[Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas
Change 3333869 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric Fog using a volume texture mapped to the camera frustum
* Volumetric fog can be enabled on an Exponential Height Fog component with additional controls
* Lights have a VolumetricScatteringIntensity
* New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale
* Lighting features supported:
* Directional light with CSM and a light function
* Point / spot lights without shadows / light functions / IES profiles
* Skylight with occlusion from distance fields
* Analytical height fog covers the view range past where the volumetric fog ends
* Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability
* Translucency integrates properly into volumetric fog
* Height fog StartDistance is not supported by volumetric fog and should be set to 0.
Change 3333894 on 2017/03/06 by Daniel.Wright
[Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering
Change 3333902 on 2017/03/06 by Daniel.Wright
[Copy] Better handling of volumetric fog enabled with distance of 0
Change 3333903 on 2017/03/06 by Daniel.Wright
[Copy] Fixed volumetric fog trying to render light functions for a point light
Change 3333908 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric materials
* Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities.
* Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius
* Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice.
* Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely
Change 3334134 on 2017/03/06 by Daniel.Wright
[Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree.
Change 3334420 on 2017/03/06 by Daniel.Wright
Fixed RTDF shadows
Change 3335467 on 2017/03/07 by Benjamin.Hyder
Initial submission of QA-Decals map to EngineTest
Change 3335556 on 2017/03/07 by Daniel.Wright
Changed mesh distance field default format back to R16f
Change 3338020 on 2017/03/08 by Daniel.Wright
Disable volumetric fog in vertex shaders for feature levels which don't support it
Change 3339394 on 2017/03/09 by Chris.Bunner
Correctly handle material texture translation error edge case.
#jira UE-42579, UE-42670
Change 3339992 on 2017/03/09 by Daniel.Wright
Only compile volumetric fog shaders on supporting platforms
Change 3341858 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
#RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite
Change 3342004 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
Fix unity build
#RB Marcus.Wassmer
Change 3343307 on 2017/03/13 by Marcus.Wassmer
Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc)
Change 3343732 on 2017/03/13 by Rolando.Caloca
DR - Vulkan compute pipeline & refactor
Change 3344846 on 2017/03/14 by Rolando.Caloca
DR - Android compile fixes
Change 3344883 on 2017/03/14 by Rolando.Caloca
DR - Add missing stencil load/store to PSO initializer
Change 3344985 on 2017/03/14 by Rolando.Caloca
DR - Made load/store actions uint8
Change 3345141 on 2017/03/14 by Rolando.Caloca
DR - vk - Rework render pass hash
Change 3345304 on 2017/03/14 by Benjamin.Hyder
Updating TM-Distancefields map to include TemplateFloor mesh
Change 3345387 on 2017/03/14 by Rolando.Caloca
DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating
Change 3345388 on 2017/03/14 by Rolando.Caloca
DR - Do not stall when creating shaders on Vulkan
Change 3345722 on 2017/03/14 by Chris.Bunner
PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC)
#jira UE-42752
Change 3345723 on 2017/03/14 by Chris.Bunner
Reduce log verbosity causing spamming during landscape editing.
#jira UE-42714
Change 3345725 on 2017/03/14 by Chris.Bunner
[Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes.
Change 3345726 on 2017/03/14 by Chris.Bunner
Typo fixes.
Change 3345732 on 2017/03/14 by Rolando.Caloca
DR - Decouple vertex declaration off BSS
Change 3345746 on 2017/03/14 by Chris.Bunner
Added sign() intrinsic material graph node and delisted material function workaround.
Change 3346042 on 2017/03/14 by Chris.Bunner
Implement missing size query interface for FRenderTargetResources.
#jira UE-41672
Change 3346387 on 2017/03/14 by Daniel.Wright
[Copy] Added VolumetricScatteringIntensity to particle lights
Change 3346389 on 2017/03/14 by Daniel.Wright
[Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs
Disable volumetric fog when the fog show flag is disabled
Change 3346392 on 2017/03/14 by Daniel.Wright
[Copy] Fixed skylight being much too bright on volumetric fog
Change 3346406 on 2017/03/14 by Daniel.Wright
[Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution.
* Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite
Change 3346412 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb
Change 3346414 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb
Change 3346415 on 2017/03/14 by Daniel.Wright
[Copy] Missing file from cl 3338451
Change 3346421 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled
* Volumetric fog converts NaNs to black now so they don't spread
Change 3346422 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaN in volumetric fog with low density values
Change 3346423 on 2017/03/14 by Daniel.Wright
[Copy] Changed default VolumetricFogScatteringDistribution to .2
Change 3346430 on 2017/03/14 by Daniel.Wright
[Copy] New translucent material option to compute fog per pixel instead of the default per vertex
Change 3346432 on 2017/03/14 by Daniel.Wright
[Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass
Fixed lifetimes of temporary Volumetric Fog render targets
Change 3346526 on 2017/03/14 by Daniel.Wright
[Copy] Volumetric Fog supports point and spot light shadows
* These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map)
* Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0'
* Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing
Change 3347053 on 2017/03/15 by Rolando.Caloca
DR - android compile fix
Change 3347384 on 2017/03/15 by Rolando.Caloca
DR - Fix merge issue
Change 3347643 on 2017/03/15 by Marcus.Wassmer
Fix some bugs with the 'disable stationary skylight ffor the project' feature.
Fixes lighting in Persona on Paragon.
Change 3347979 on 2017/03/15 by Rolando.Caloca
DR - Allow to automatically apply cached rendertargets to PSO initializer
Change 3348024 on 2017/03/15 by Rolando.Caloca
DR - Remove NullPS on Vulkan to avoid deadlock
Change 3348303 on 2017/03/15 by Rolando.Caloca
DR - Fix for debugging SCW with material SRT
Change 3348357 on 2017/03/15 by Marcus.Wassmer
Fix stencildither and a stencilref bug that was probably breaking decals sometimes.
Change 3348549 on 2017/03/15 by Marcus.Wassmer
Hopefully fix static analysis for potential nullptr access.
Change 3348614 on 2017/03/15 by Marcus.Wassmer
Duplicate some switch changes to fix crash on launch.
Change 3349369 on 2017/03/16 by Gil.Gribb
Fixed botched merge
Change 3349947 on 2017/03/16 by Rolando.Caloca
DR - Fix for mismatched primitive type
Change 3349956 on 2017/03/16 by Benjamin.Hyder
initial updates to TM-DistanceFields map
Change 3350151 on 2017/03/16 by Rolando.Caloca
DR - Fix UT compile issue
Change 3350155 on 2017/03/16 by Rolando.Caloca
DR - Catch mismatched primitive type on PSOs on D3D11
Change 3350192 on 2017/03/16 by Daniel.Wright
Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor
Change 3350736 on 2017/03/16 by Daniel.Wright
Fixed formatting from merge
Change 3350881 on 2017/03/16 by Rolando.Caloca
DR - Fix texture arrays as UAVs on Metal
Change 3350927 on 2017/03/16 by Rolando.Caloca
DR - Fix warning
Change 3350935 on 2017/03/16 by Daniel.Wright
Fix for materials with non-Surface domains being skipped in mesh passes
Change 3351583 on 2017/03/17 by Marcus.Wassmer
Fix clang platforms
Change 3351917 on 2017/03/17 by Marcus.Wassmer
Fix linux compile
Change 3351973 on 2017/03/17 by Marcus.Wassmer
Fix mismatched rendertargetformat
Change 3352038 on 2017/03/17 by Daniel.Wright
Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing
Change 3352110 on 2017/03/17 by Marcus.Wassmer
Fix missing RT PSO apply
Change 3352695 on 2017/03/17 by Arne.Schober
DR - Remove PSO Rendertarget check in DX12 Resolve with Shader.
#RB Rolando.Caloca
Change 3352960 on 2017/03/17 by Arne.Schober
DR - Fix some things that slipped trough the PSO merge
#RB none
Change 3353150 on 2017/03/18 by Rolando.Caloca
DR - compile fix
Change 3353205 on 2017/03/18 by Arne.Schober
DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode
#RB none
Change 3353207 on 2017/03/18 by Arne.Schober
DR - Fix Confusion
#RB none
Change 3355183 on 2017/03/20 by Nick.Bullard
Fixed up Content orginzation for Decals automation tests in EngineTest
Change 3355627 on 2017/03/20 by Arne.Schober
DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed.
Change 3356342 on 2017/03/21 by Marcus.Wassmer
Fix clang errors
Change 3356591 on 2017/03/21 by Arne.Schober
DR - Fix ensure message
#RB none
Change 3356873 on 2017/03/21 by Arne.Schober
DR - Fix comparission of undefined values in RendertargetApply Check
Change 3357261 on 2017/03/21 by Marcus.Wassmer
Fix LinuxEditor compile
Change 3357294 on 2017/03/21 by Marcus.Wassmer
Add missing SSE functions
Change 3357351 on 2017/03/21 by Frank.Fella
Fix win32 and linux compiler errors
Change 3357370 on 2017/03/21 by Arne.Schober
DR - disable ensure in test builds
#RB Marcus.Wassmer
[CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
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FGraphicsPipelineStateInitializer& GraphicsPSOInit,
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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3055495 on 2016/07/19 by Marc.Olano
Allow Noise material node on mobile
No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions.
#jira UE-33345
Change 3055602 on 2016/07/19 by Luke.Thatcher
Fix crash bug in D3D11 RHI when selecting adapters.
- Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device).
#jira UE-33236
Change 3055890 on 2016/07/19 by Daniel.Wright
Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was
Change 3055891 on 2016/07/19 by Daniel.Wright
Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports
* This will effectively double partial distiance field update costs until clipping of the update regions is implemented
Change 3055892 on 2016/07/19 by Daniel.Wright
Higher poly light source shapes drawn into reflection captures
Change 3055893 on 2016/07/19 by Daniel.Wright
More info to 'Incompatible surface format' GNM assert
Change 3055904 on 2016/07/19 by Daniel.Wright
Reflection environment normalization improvements
* Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely.
* When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene.
* Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data.
* The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness
* Removed unused r.DiffuseFromCaptures
* Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8
Change 3055905 on 2016/07/19 by Daniel.Wright
Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV
Change 3059486 on 2016/07/21 by Nick.Penwarden
Testing #uecritical
Change 3060558 on 2016/07/21 by Daniel.Wright
Fixed skylight with specified cubemap being black
Change 3061999 on 2016/07/22 by Marcus.Wassmer
Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up.
Change 3062241 on 2016/07/22 by Daniel.Wright
Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms
Change 3062244 on 2016/07/22 by Daniel.Wright
Discard old prenormalized reflection environment data on load
Change 3062283 on 2016/07/22 by Daniel.Wright
MSAA support for the forward renderer
* AntiAliasing method is chosen in Rendering project settings, DefaultSettings category
* Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing
* Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA
* The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content
* Added r.MSAACount which defaults to 4
* Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve
* GBuffer targets are no longer allocated when using the forward renderer
* Decal blend modes that write to the GBuffer fall back to SceneColor emissive only
Change 3062666 on 2016/07/23 by Uriel.Doyon
Added legend to streaming accuracy viewmodes
Added a new helper class FRenderTargetTemp to be reused in different canvas rendering.
Exposed the pass through pixel shader so that it can be reused.
#review-3058986 @marcus.wassmer
Change 3063023 on 2016/07/25 by Luke.Thatcher
Fix "RecompileShaders Changed" when using Cook On The Fly.
#jira UE-33573
Change 3063078 on 2016/07/25 by Ben.Woodhouse
Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc
Change 3063315 on 2016/07/25 by Ben.Woodhouse
Fix div 0 in motion blur. This caused artifacts in some fairly common cases
#jira UE-32331
Change 3063897 on 2016/07/25 by Uriel.Doyon
Fixed missing qualifier on interpolants
Change 3064559 on 2016/07/26 by Ben.Woodhouse
Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
Tested fix on xbox, PC and PS4, using QAGame
#jira UE-28592
Change 3064896 on 2016/07/26 by Ben.Woodhouse
Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16)
Change 3064913 on 2016/07/26 by Ben.Marsh
Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings.
Change 3065326 on 2016/07/26 by Uriel.Doyon
Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
#jira UE-32585
Change 3065541 on 2016/07/26 by Daniel.Wright
Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading
Change 3065543 on 2016/07/26 by Daniel.Wright
Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
Change 3065545 on 2016/07/26 by Daniel.Wright
Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale.
Fixed reflection capture feedback with base pass reflections
Change 3066783 on 2016/07/27 by Daniel.Wright
Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot
Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3)
Change 3066794 on 2016/07/27 by Daniel.Wright
Fixed crash rendering planar reflections due to NULL PostProcessSettings
Change 3067412 on 2016/07/27 by Daniel.Wright
Fix for OpenGL4 with uint interpolator
Change 3068470 on 2016/07/28 by Daniel.Wright
Fixed crash rendering translucency with translucent shadows which were determined to be invisible
Change 3069046 on 2016/07/28 by Daniel.Wright
Handle null Family in SetupAntiAliasingMethod
Change 3069059 on 2016/07/28 by Daniel.Wright
Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface)
Change 3069391 on 2016/07/28 by Daniel.Wright
Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright
Change 3070369 on 2016/07/29 by Daniel.Wright
r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing
Change 3070370 on 2016/07/29 by Daniel.Wright
Bumped reflection capture DDC version to get rid of legacy prenormalized data
Change 3070680 on 2016/07/29 by Marcus.Wassmer
Fix slate ensure that is most likely a timing issue exposed by rendering.
#ue-33902
Change 3070811 on 2016/07/29 by Marcus.Wassmer
Fix ProjectLauncher errors when loading old versions
#ue-33939
Change 3070971 on 2016/07/29 by Uriel.Doyon
Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory
Change 3071452 on 2016/07/31 by Uriel.Doyon
Updated the legend description for the (texture streaming) primitive distance accuracy view mode
[CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
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const ERHIFeatureLevel::Type CurrentFeatureLevel,
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const FTextureRHIRef& SrcTexture,
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2019-10-11 15:33:31 -04:00
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FRHIShaderResourceView* FmaskSRV,
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const FIntPoint& SrcOrigin,
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2021-01-20 06:49:41 -04:00
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FRHIBuffer* DummyVB)
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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3055495 on 2016/07/19 by Marc.Olano
Allow Noise material node on mobile
No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions.
#jira UE-33345
Change 3055602 on 2016/07/19 by Luke.Thatcher
Fix crash bug in D3D11 RHI when selecting adapters.
- Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device).
#jira UE-33236
Change 3055890 on 2016/07/19 by Daniel.Wright
Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was
Change 3055891 on 2016/07/19 by Daniel.Wright
Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports
* This will effectively double partial distiance field update costs until clipping of the update regions is implemented
Change 3055892 on 2016/07/19 by Daniel.Wright
Higher poly light source shapes drawn into reflection captures
Change 3055893 on 2016/07/19 by Daniel.Wright
More info to 'Incompatible surface format' GNM assert
Change 3055904 on 2016/07/19 by Daniel.Wright
Reflection environment normalization improvements
* Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely.
* When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene.
* Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data.
* The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness
* Removed unused r.DiffuseFromCaptures
* Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8
Change 3055905 on 2016/07/19 by Daniel.Wright
Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV
Change 3059486 on 2016/07/21 by Nick.Penwarden
Testing #uecritical
Change 3060558 on 2016/07/21 by Daniel.Wright
Fixed skylight with specified cubemap being black
Change 3061999 on 2016/07/22 by Marcus.Wassmer
Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up.
Change 3062241 on 2016/07/22 by Daniel.Wright
Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms
Change 3062244 on 2016/07/22 by Daniel.Wright
Discard old prenormalized reflection environment data on load
Change 3062283 on 2016/07/22 by Daniel.Wright
MSAA support for the forward renderer
* AntiAliasing method is chosen in Rendering project settings, DefaultSettings category
* Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing
* Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA
* The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content
* Added r.MSAACount which defaults to 4
* Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve
* GBuffer targets are no longer allocated when using the forward renderer
* Decal blend modes that write to the GBuffer fall back to SceneColor emissive only
Change 3062666 on 2016/07/23 by Uriel.Doyon
Added legend to streaming accuracy viewmodes
Added a new helper class FRenderTargetTemp to be reused in different canvas rendering.
Exposed the pass through pixel shader so that it can be reused.
#review-3058986 @marcus.wassmer
Change 3063023 on 2016/07/25 by Luke.Thatcher
Fix "RecompileShaders Changed" when using Cook On The Fly.
#jira UE-33573
Change 3063078 on 2016/07/25 by Ben.Woodhouse
Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc
Change 3063315 on 2016/07/25 by Ben.Woodhouse
Fix div 0 in motion blur. This caused artifacts in some fairly common cases
#jira UE-32331
Change 3063897 on 2016/07/25 by Uriel.Doyon
Fixed missing qualifier on interpolants
Change 3064559 on 2016/07/26 by Ben.Woodhouse
Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
Tested fix on xbox, PC and PS4, using QAGame
#jira UE-28592
Change 3064896 on 2016/07/26 by Ben.Woodhouse
Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16)
Change 3064913 on 2016/07/26 by Ben.Marsh
Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings.
Change 3065326 on 2016/07/26 by Uriel.Doyon
Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
#jira UE-32585
Change 3065541 on 2016/07/26 by Daniel.Wright
Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading
Change 3065543 on 2016/07/26 by Daniel.Wright
Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
Change 3065545 on 2016/07/26 by Daniel.Wright
Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale.
Fixed reflection capture feedback with base pass reflections
Change 3066783 on 2016/07/27 by Daniel.Wright
Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot
Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3)
Change 3066794 on 2016/07/27 by Daniel.Wright
Fixed crash rendering planar reflections due to NULL PostProcessSettings
Change 3067412 on 2016/07/27 by Daniel.Wright
Fix for OpenGL4 with uint interpolator
Change 3068470 on 2016/07/28 by Daniel.Wright
Fixed crash rendering translucency with translucent shadows which were determined to be invisible
Change 3069046 on 2016/07/28 by Daniel.Wright
Handle null Family in SetupAntiAliasingMethod
Change 3069059 on 2016/07/28 by Daniel.Wright
Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface)
Change 3069391 on 2016/07/28 by Daniel.Wright
Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright
Change 3070369 on 2016/07/29 by Daniel.Wright
r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing
Change 3070370 on 2016/07/29 by Daniel.Wright
Bumped reflection capture DDC version to get rid of legacy prenormalized data
Change 3070680 on 2016/07/29 by Marcus.Wassmer
Fix slate ensure that is most likely a timing issue exposed by rendering.
#ue-33902
Change 3070811 on 2016/07/29 by Marcus.Wassmer
Fix ProjectLauncher errors when loading old versions
#ue-33939
Change 3070971 on 2016/07/29 by Uriel.Doyon
Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory
Change 3071452 on 2016/07/31 by Uriel.Doyon
Updated the legend description for the (texture streaming) primitive distance accuracy view mode
[CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
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{
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auto ShaderMap = GetGlobalShaderMap(CurrentFeatureLevel);
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TShaderMapRef<FWideCustomResolveVS> VertexShader(ShaderMap);
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Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3794640)
#lockdown Nick.Penwarden
#rb no.one
============================
MAJOR FEATURES & CHANGES
============================
Change 3543285 by Nick.Atamas
Merging using //UE4/Release-4.17/... -> //UE4/Dev-VR/... :
Fixed UEVR-852:
Adjusted Google Tango Plugins copyright to Copyright Google 2017.
Removed Apache 2.0 license.
Change 3767306 by Mike.Beach
Adopting a set of video capture fixes from Darren Pegg:
"Windows 7 : fix capture problems by reinitializing tracks, only active on windows < 8.0."
+ mirroring CL 3741444 ("Add windows 10 support to the application manifest"), which was needed for this
#jira UE-49870, UE-50217, UE-50227, UE-50224
Change 3767317 by Mike.Beach
[MR] Fixing up the mixed reality framework's async BP nodes (handling MediaPlayer assets set to not play-on-open - preventing a crash and keeping the stream playing), so they work with the changes to the WMF media player introduced in CL 3767306.
#jira UEVR-910
Change 3767484 by Mike.Beach
Correcting user facing messages/tooltips to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3767489 by Mike.Beach
Correcting source comment to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3768155 by Ryan.Vance
#jira UE-52089
Fixing cardboard only rendering in one eye.
Change 3769011 by Douglas.Copeland
Removing Clipping Planes from TM-HMDNodes (Level and LevelBP. Feature removed). Rebuilding Map.
Change 3769195 by Douglas.Copeland
Removing AA PostProcessing Volumes in TM-VRSmoke. AA does not change via PP Volumes since 4.14
Change 3769256 by Douglas.Copeland
Removing TM-VRLandscapeFoliage Map. Never used in suite/bloat.
Change 3769453 by Douglas.Copeland
Resaving content to resolve engine content warning
Change 3771076 by Keli.Hlodversson
Add missing const to a ref parameter.
Change 3771141 by Keli.Hlodversson
Fix world locked stereo layer positions on SteamVR when there is a camera component representing the HMD.
#jira UE-52353
Change 3771602 by Mike.Beach
Replacing temp Rift controller models with official ones from Oculus.
#jira UEVR-830
Change 3774877 by Mike.Beach
Refining MR calibration (WIP)...
- New alignment process [WIP]
- More modular calibration steps (for easier refactoring)
- Stubbed in phase for lens calibration
- Centralized interface for debug (dev) settings
Change 3774880 by Mike.Beach
Adopted changes from Oculus (SI1.21); stubbing in functionality for:
- Lens matched shading
- Dynamic screen refresh rate switching
- Added BP API calls: GetGPUUtilization, GetTiledMultiresLevel , SetTiledMultiresLevel, GetDeviceName, GetAvailableDisplayFrequencies, GetCurrentDisplayFrequency, SetDisplayFrequency
Change 3774922 by Mike.Beach
Attempting CIS fix.
Change 3774972 by Mike.Beach
Making it so you can override the material on model components from the various XR systems (via MotionController component).
Change 3774974 by Mike.Beach
Missing assets from CL 3774877.
Change 3775128 by Nick.Atamas
Merging //UE4/Partner-Google-VR @ CL 3770408 to Dev-VR (//UE4/Dev-VR)
Change 3776135 by Mike.Beach
MR [WIP] - Updating the calibration save process .
- Now save after each calibration step
- Stubbed in save data for lens distortion
- Track progress and load you to the first incomplete calibration step
Change 3777110 by Mike.Beach
[WIP] MR - Adding ability to easily mirror monitor screen.
Change 3777146 by Mike.Beach
Removing superflous ensure that some of us were hitting.
Change 3777417 by Mike.Beach
[WIP] MR - Fixing alignment adjustment controls to match mirrored monitor.
Change 3777436 by Nick.Atamas
Initial check in of AugmentedReality module and ARKit support for it.
Also adding QAARApp to test the use of these systems.
Change 3778009 by Nick.Atamas
Missing file
Change 3778067 by Nick.Atamas
Fixing CIS
Change 3778155 by Nick.Atamas
Spot merging CL 3777463 //UE4/Partner-Google-VR to //UE4/Dev-VR
Change 3778209 by Nick.Atamas
More CIS fixing.
Change 3778821 by Mike.Beach
[WIP] MR - Moving the alignment point system to pull from an easily modifiable DataTable (so we can change easily).
Change 3779431 by Joe.Graf
Merging using //UE4/Dev-Editor/_to_//UE4/Dev-VR/
Change 3780822 by Keli.Hlodversson
Adding OpenCV binaries plus build script to automatically fetch and rebuild it
#jira UE-52725
Change 3781037 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781046 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781049 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781129 by Joe.Graf
Fixed the warning generated by OpenCV.Build.cs
Change 3783476 by Mike.Beach
Attempt at fixing Win32 CIS errors.
Change 3783845 by Martin.Wilson
Allow deprecated properties to still be accessed in blueprints so long as they have Blueprint Getters and Setters. Allows us to have a clean deprecation path for blueprint accessed properties
Change 3784397 by Jeff.Fisher
UE-51390 GitHub 4141 : Allow VR plugins to have multiple viewports and rotated eye orientations
PR #4141: Allow VR plugins to have multiple viewports and rotated eye orientations (Contributed by AustinPuk-Conffx)
-This loosens some assumptions in the api about how many stereo render passes there are to allow plugins to implement more than we currently use for any of our plugins.
-It also starts to replace some comparison test logic with the stereo pass enum values with IStereoRendering helper functions, do avoid duplicating the expressions all over.
#jira UE-51390
#review-3779148
Change 3784545 by Jeff.Fisher
Build fix for cl 3784397, made a local variable name unique.
Change 3784553 by Chance.Ivey
Stubbing Mobile AR Template files. Needs logic, icons and copy.
Change 3784570 by Jeff.Fisher
fix for cl 3784397
-Reverted monoscopicfarfield default change, accidentaly submit
Change 3785134 by Mike.Beach
[WIP] MR - Correcting some of the alignment algorithms & adding a preview key for the new alignment.
Change 3787180 by Mike.Beach
Fixing up CIS
#jira UE-52998, UE-52996
Change 3787272 by Mike.Beach
Adopted changes from the anim team - Followup to CL 3787240.
The LiveLink framework is now implementing the new IMotionController interface, and supplying tracking+ data through the engine's MotionController components.
#jira UE-52783
Change 3787454 by Jeff.Fisher
Adding brackets after if as specific in code review.
Change 3787591 by Keli.Hlodversson
Add tps files for OpenCV
Change 3788478 by Mike.Beach
Switching over the MR calibration process to use the new MotionController source ID (rather than the deprecated Hand enum). Also, adding device attachment selection to the first calibration step and switching it to use the new modular interface system.
#jira UEVR-1042, UEVR-1045, UEVR-1046
Change 3789836 by Jeff.Fisher
UE-53069 Editor crashes on open without SteamVR attached
-needed to check we are in stereo and device exists.
-Note just having the morpheus plugin enabled creates a device, so you need to have that disabled to reproduce this bug
#jira UE-53069
Change 3789841 by Mike.Beach
CIS fix - fallout from CL 3787272.
Change 3790102 by Jeff.Fisher
UE-53079 Packaging for android results in a critical error referencing global shader FHdrCustomResolveFMask4xPS
-Android shader compiler is a bit pickier on parameter matching, fixed the parameter.
#jira UE-53079
Change 3790174 by Jeff.Fisher
UE-53084 Mac editor crashes on open, Failed to compile global shader FWideCustomResolve8_2x_truePS
-Another shader parameter match.
#jira UE-53084
Change 3791727 by Mike.Beach
Fallout from CL 3787272 - missed use of now deprecated Hand property on MotionController components.
#jira UE-53080
Change 3766717 by Mike.Beach
Adding a TrackingToWorld transform to IXRTrackingSystem - default impl updates the cached transform once per frame (at the begining) and determines it from the project's camera setup (making the assumption the camera's root is the XR origin).
Change 3771327 by Ryan.Vance
#jira UE-52513
Fixing console rendering. The ortho projections were taking screen percentage of the panel into account for size instead of pixeldensity * ideal size.
Change 3773348 by Mike.Beach
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
Change 3787240 by Mike.Beach
Adopting IMotionController changes from anim team (in support of LiveLink)...
- MotionControllerComponent EControllerHand Hand is deprecated, replaced by FName MotionSource
- Blueprint get set nodes for the Hand property will still function but will warn as deprecated, this is achieved via using deprecated BlueprintGetter and BlueprintSetter on the property (plus a change to UHT to allow that to compile)
- MotionSource Setter node has pin customization to show choice box instead of standard FName text box.
- New base class for motion controllers XRMotionControllerBase.h/cpp
- Provides default implementations for new functions (Enumerate Source, Custom Parameter etc)
- Provides wrapper functions that take EControllerHand so that the controllers themselves dont have to change.
- Motion Source custom choice box. Polls MotionControllers for sources via EnumerateSources interface. Also allows custom text type in. Is Exposed to details panel and setter pin (as above).
- Added a Dev-VR custom version for reading the Hand property and moving it to MotionSource
#jira UE-52783
Change 3787975 by Ryan.Vance
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
[CL 3794679 by Mike Beach in Main branch]
2017-12-07 13:42:10 -05:00
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TShaderMapRef<FWideCustomResolvePS<MSAA, Width, UseFMask>> PixelShader(ShaderMap);
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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3244756 on 2017/01/03 by Marcus.Wassmer
Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3248667 on 2017/01/05 by Olaf.Piesche
Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure
#jira UE-40160
Change 3249324 on 2017/01/06 by Marcus.Wassmer
Resave with an actual version to stop cook warning
Change 3249611 on 2017/01/06 by Marcus.Wassmer
Just remove warning-causing niagara data for now.
Change 3308052 on 2017/02/16 by Rolando.Caloca
DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute
Change 3308109 on 2017/02/16 by Rolando.Caloca
DR - Upgrade glslang to 1.0.39.1
Change 3308111 on 2017/02/16 by Rolando.Caloca
DR - Update Vulkan distribution to 1.0.39.1
Change 3308153 on 2017/02/16 by Rolando.Caloca
DR - Updated glslang libs
Change 3308842 on 2017/02/17 by Rolando.Caloca
DR - Fixed copy/paste
Change 3310007 on 2017/02/17 by Chris.Bunner
Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971.
#jira UE-37792
Change 3310154 on 2017/02/17 by Chris.Bunner
Assert when attempting to add a custom material attribute already in the base attributes list.
Change 3310155 on 2017/02/17 by Chris.Bunner
PR #3231: Validate material index before accessing (Contributed by projectgheist)
#jira UE-41774, UE-41788
Change 3310162 on 2017/02/17 by Chris.Bunner
PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist)
#jira UE-41823, UE-41950
Change 3310176 on 2017/02/17 by Chris.Bunner
Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini).
Update to AGS 5.0.5.
Partial code tidy up.
Change 3310187 on 2017/02/17 by Chris.Bunner
Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression.
#jira UE-41594
Change 3310215 on 2017/02/17 by Chris.Bunner
Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available).
More descriptive error for missing Cubemap UV input on TextureSample material node .
#jira UE-33098
Change 3310838 on 2017/02/18 by Joe.Graf
Moved some private functions to public for a licensee
#CodeReview: matt.kuhlenschmidt
#rb: n/a
Change 3311876 on 2017/02/20 by Rolando.Caloca
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
#jira UE-42014
Change 3314139 on 2017/02/21 by Rolando.Caloca
DR - Minor cleanup pass
- Remove FVulkanPendingState
- Renamed some classes for clarity
- Hoist pending UAVs for flush out to pending compute state
Change 3314642 on 2017/02/21 by Rolando.Caloca
DR - Some more renaming
Change 3315431 on 2017/02/21 by Ben.Salem
Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time.
#tests Ran showdown demo several times
Change 3316710 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Fix refract intrinsic
Change 3316718 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Built libs to pick up change from 3316710 - refract fix
Change 3316820 on 2017/02/22 by Benjamin.Hyder
updating Tm-TrigNodes map
Change 3317192 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317528 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317639 on 2017/02/22 by Benjamin.Hyder
Updating Decal on Complex Mesh example in QA-Decals
Change 3317764 on 2017/02/22 by Benjamin.Hyder
Final updates to QA-Decals
Change 3318319 on 2017/02/22 by Rolando.Caloca
DR - minor reorg/rename
Change 3318379 on 2017/02/22 by Rolando.Caloca
DR - more cleanup
Change 3321181 on 2017/02/24 by Rolando.Caloca
DR - Fix GL bug
Change 3321247 on 2017/02/24 by Rolando.Caloca
DR - Fix misc bugs
Change 3321898 on 2017/02/24 by Chris.Bunner
Only issue clear TLV dispatch if required.
#jira UERNDR-193
Change 3321904 on 2017/02/24 by Chris.Bunner
Added comment for potential future optimization.
Change 3322013 on 2017/02/24 by Uriel.Doyon
Fixed separate translucency being affected by Gaussian DOF
#jira UE-40489
Change 3322517 on 2017/02/24 by Uriel.Doyon
Fixed issue with InvestigateTexture command removing budget limit.
Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures.
#jira UE-40485
Change 3323470 on 2017/02/27 by Chad.Garyet
Removing DDC job from dev-rendering
Change 3323479 on 2017/02/27 by Chad.Garyet
Removing RDU agent type
Change 3323519 on 2017/02/27 by Chad.Garyet
removing NCL/LHR/SEA agent types to clean up space
Change 3323639 on 2017/02/27 by Benjamin.Hyder
More updates to QA-Decals
Change 3324207 on 2017/02/27 by Uriel.Doyon
Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias
Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef
Change 3324396 on 2017/02/27 by Uriel.Doyon
Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization
#jira UE-40485
Change 3325227 on 2017/02/28 by Chris.Bunner
Fix-up AMD AGS libs.
Change 3325566 on 2017/02/28 by Uriel.Doyon
Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num
Change 3326009 on 2017/02/28 by Uriel.Doyon
Better fix for 3325566, as the previous fix would ignore the material instance overrides.
Change 3327058 on 2017/03/01 by Benjamin.Hyder
Preparing TM_Shadermodels map for automation
Change 3328222 on 2017/03/01 by Chris.Bunner
Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals.
#jira UE-42449, UE-42446
Change 3329848 on 2017/03/02 by Uriel.Doyon
Added some extra logs to help track UE-42168
Change 3329977 on 2017/03/02 by Rolando.Caloca
DR - Fix bad clear value
Change 3330008 on 2017/03/02 by Benjamin.Hyder
More preparations for QA-Decals automation
Change 3330754 on 2017/03/02 by Daniel.Wright
Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything
Change 3331451 on 2017/03/03 by Marc.Olano
Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal
Change 3331839 on 2017/03/03 by Rolando.Caloca
DR - hlslcc - add missing file to project
Change 3332247 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel
PR #3305
#jira UE-42393
Change 3332259 on 2017/03/03 by Rolando.Caloca
DR - Fix bad index into pixel formats
PR #3237
#jira UE-41855
Change 3332305 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers
PR #3271
#jira UE-32618
Change 3332313 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel (properly)
PR #3305
#jira UE-42393
Change 3332317 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers (properly)
PR #3271
#jira UE-32618
Change 3332368 on 2017/03/03 by Rolando.Caloca
DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan
Change 3333690 on 2017/03/06 by Daniel.Wright
[Copy] Changing movable skylight properties no longer affects static draw lists
Change 3333693 on 2017/03/06 by Daniel.Wright
[Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations
Change 3333705 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting.
* 8 bit uses half memory but introduces error for thin surfaces or large meshes.
Change 3333721 on 2017/03/06 by David.Hill
DecalProxy:
Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component).
Change 3333772 on 2017/03/06 by Daniel.Wright
[Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur.
Change 3333790 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance field generation uses Embree, for a 2.5x speedup
* Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging
Change 3333822 on 2017/03/06 by Daniel.Wright
[Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp
* Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up
Change 3333827 on 2017/03/06 by Daniel.Wright
[Copy] Range compress 8bit distance fields - gets one extra bit of precision on average
Change 3333828 on 2017/03/06 by Daniel.Wright
[Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low
Change 3333831 on 2017/03/06 by Daniel.Wright
Non-editor compile fix
Change 3333836 on 2017/03/06 by Daniel.Wright
[Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb.
Change 3333843 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionExponent to skylight component
* Useful for brightening up indoors without losing contact shadows as MinOcclusion does
Change 3333845 on 2017/03/06 by Daniel.Wright
[Copy] Capsule shadow BP functions
Change 3333850 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionCombineMode to skylight component
Change 3333854 on 2017/03/06 by Daniel.Wright
[Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu
Change 3333857 on 2017/03/06 by Daniel.Wright
[Copy] Clear light attenuation for local lights with a quad covering their screen extents
* Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms.
* Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4
Change 3333860 on 2017/03/06 by Daniel.Wright
[Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory
Change 3333861 on 2017/03/06 by Daniel.Wright
[Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas
Change 3333869 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric Fog using a volume texture mapped to the camera frustum
* Volumetric fog can be enabled on an Exponential Height Fog component with additional controls
* Lights have a VolumetricScatteringIntensity
* New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale
* Lighting features supported:
* Directional light with CSM and a light function
* Point / spot lights without shadows / light functions / IES profiles
* Skylight with occlusion from distance fields
* Analytical height fog covers the view range past where the volumetric fog ends
* Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability
* Translucency integrates properly into volumetric fog
* Height fog StartDistance is not supported by volumetric fog and should be set to 0.
Change 3333894 on 2017/03/06 by Daniel.Wright
[Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering
Change 3333902 on 2017/03/06 by Daniel.Wright
[Copy] Better handling of volumetric fog enabled with distance of 0
Change 3333903 on 2017/03/06 by Daniel.Wright
[Copy] Fixed volumetric fog trying to render light functions for a point light
Change 3333908 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric materials
* Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities.
* Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius
* Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice.
* Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely
Change 3334134 on 2017/03/06 by Daniel.Wright
[Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree.
Change 3334420 on 2017/03/06 by Daniel.Wright
Fixed RTDF shadows
Change 3335467 on 2017/03/07 by Benjamin.Hyder
Initial submission of QA-Decals map to EngineTest
Change 3335556 on 2017/03/07 by Daniel.Wright
Changed mesh distance field default format back to R16f
Change 3338020 on 2017/03/08 by Daniel.Wright
Disable volumetric fog in vertex shaders for feature levels which don't support it
Change 3339394 on 2017/03/09 by Chris.Bunner
Correctly handle material texture translation error edge case.
#jira UE-42579, UE-42670
Change 3339992 on 2017/03/09 by Daniel.Wright
Only compile volumetric fog shaders on supporting platforms
Change 3341858 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
#RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite
Change 3342004 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
Fix unity build
#RB Marcus.Wassmer
Change 3343307 on 2017/03/13 by Marcus.Wassmer
Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc)
Change 3343732 on 2017/03/13 by Rolando.Caloca
DR - Vulkan compute pipeline & refactor
Change 3344846 on 2017/03/14 by Rolando.Caloca
DR - Android compile fixes
Change 3344883 on 2017/03/14 by Rolando.Caloca
DR - Add missing stencil load/store to PSO initializer
Change 3344985 on 2017/03/14 by Rolando.Caloca
DR - Made load/store actions uint8
Change 3345141 on 2017/03/14 by Rolando.Caloca
DR - vk - Rework render pass hash
Change 3345304 on 2017/03/14 by Benjamin.Hyder
Updating TM-Distancefields map to include TemplateFloor mesh
Change 3345387 on 2017/03/14 by Rolando.Caloca
DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating
Change 3345388 on 2017/03/14 by Rolando.Caloca
DR - Do not stall when creating shaders on Vulkan
Change 3345722 on 2017/03/14 by Chris.Bunner
PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC)
#jira UE-42752
Change 3345723 on 2017/03/14 by Chris.Bunner
Reduce log verbosity causing spamming during landscape editing.
#jira UE-42714
Change 3345725 on 2017/03/14 by Chris.Bunner
[Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes.
Change 3345726 on 2017/03/14 by Chris.Bunner
Typo fixes.
Change 3345732 on 2017/03/14 by Rolando.Caloca
DR - Decouple vertex declaration off BSS
Change 3345746 on 2017/03/14 by Chris.Bunner
Added sign() intrinsic material graph node and delisted material function workaround.
Change 3346042 on 2017/03/14 by Chris.Bunner
Implement missing size query interface for FRenderTargetResources.
#jira UE-41672
Change 3346387 on 2017/03/14 by Daniel.Wright
[Copy] Added VolumetricScatteringIntensity to particle lights
Change 3346389 on 2017/03/14 by Daniel.Wright
[Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs
Disable volumetric fog when the fog show flag is disabled
Change 3346392 on 2017/03/14 by Daniel.Wright
[Copy] Fixed skylight being much too bright on volumetric fog
Change 3346406 on 2017/03/14 by Daniel.Wright
[Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution.
* Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite
Change 3346412 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb
Change 3346414 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb
Change 3346415 on 2017/03/14 by Daniel.Wright
[Copy] Missing file from cl 3338451
Change 3346421 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled
* Volumetric fog converts NaNs to black now so they don't spread
Change 3346422 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaN in volumetric fog with low density values
Change 3346423 on 2017/03/14 by Daniel.Wright
[Copy] Changed default VolumetricFogScatteringDistribution to .2
Change 3346430 on 2017/03/14 by Daniel.Wright
[Copy] New translucent material option to compute fog per pixel instead of the default per vertex
Change 3346432 on 2017/03/14 by Daniel.Wright
[Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass
Fixed lifetimes of temporary Volumetric Fog render targets
Change 3346526 on 2017/03/14 by Daniel.Wright
[Copy] Volumetric Fog supports point and spot light shadows
* These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map)
* Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0'
* Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing
Change 3347053 on 2017/03/15 by Rolando.Caloca
DR - android compile fix
Change 3347384 on 2017/03/15 by Rolando.Caloca
DR - Fix merge issue
Change 3347643 on 2017/03/15 by Marcus.Wassmer
Fix some bugs with the 'disable stationary skylight ffor the project' feature.
Fixes lighting in Persona on Paragon.
Change 3347979 on 2017/03/15 by Rolando.Caloca
DR - Allow to automatically apply cached rendertargets to PSO initializer
Change 3348024 on 2017/03/15 by Rolando.Caloca
DR - Remove NullPS on Vulkan to avoid deadlock
Change 3348303 on 2017/03/15 by Rolando.Caloca
DR - Fix for debugging SCW with material SRT
Change 3348357 on 2017/03/15 by Marcus.Wassmer
Fix stencildither and a stencilref bug that was probably breaking decals sometimes.
Change 3348549 on 2017/03/15 by Marcus.Wassmer
Hopefully fix static analysis for potential nullptr access.
Change 3348614 on 2017/03/15 by Marcus.Wassmer
Duplicate some switch changes to fix crash on launch.
Change 3349369 on 2017/03/16 by Gil.Gribb
Fixed botched merge
Change 3349947 on 2017/03/16 by Rolando.Caloca
DR - Fix for mismatched primitive type
Change 3349956 on 2017/03/16 by Benjamin.Hyder
initial updates to TM-DistanceFields map
Change 3350151 on 2017/03/16 by Rolando.Caloca
DR - Fix UT compile issue
Change 3350155 on 2017/03/16 by Rolando.Caloca
DR - Catch mismatched primitive type on PSOs on D3D11
Change 3350192 on 2017/03/16 by Daniel.Wright
Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor
Change 3350736 on 2017/03/16 by Daniel.Wright
Fixed formatting from merge
Change 3350881 on 2017/03/16 by Rolando.Caloca
DR - Fix texture arrays as UAVs on Metal
Change 3350927 on 2017/03/16 by Rolando.Caloca
DR - Fix warning
Change 3350935 on 2017/03/16 by Daniel.Wright
Fix for materials with non-Surface domains being skipped in mesh passes
Change 3351583 on 2017/03/17 by Marcus.Wassmer
Fix clang platforms
Change 3351917 on 2017/03/17 by Marcus.Wassmer
Fix linux compile
Change 3351973 on 2017/03/17 by Marcus.Wassmer
Fix mismatched rendertargetformat
Change 3352038 on 2017/03/17 by Daniel.Wright
Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing
Change 3352110 on 2017/03/17 by Marcus.Wassmer
Fix missing RT PSO apply
Change 3352695 on 2017/03/17 by Arne.Schober
DR - Remove PSO Rendertarget check in DX12 Resolve with Shader.
#RB Rolando.Caloca
Change 3352960 on 2017/03/17 by Arne.Schober
DR - Fix some things that slipped trough the PSO merge
#RB none
Change 3353150 on 2017/03/18 by Rolando.Caloca
DR - compile fix
Change 3353205 on 2017/03/18 by Arne.Schober
DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode
#RB none
Change 3353207 on 2017/03/18 by Arne.Schober
DR - Fix Confusion
#RB none
Change 3355183 on 2017/03/20 by Nick.Bullard
Fixed up Content orginzation for Decals automation tests in EngineTest
Change 3355627 on 2017/03/20 by Arne.Schober
DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed.
Change 3356342 on 2017/03/21 by Marcus.Wassmer
Fix clang errors
Change 3356591 on 2017/03/21 by Arne.Schober
DR - Fix ensure message
#RB none
Change 3356873 on 2017/03/21 by Arne.Schober
DR - Fix comparission of undefined values in RendertargetApply Check
Change 3357261 on 2017/03/21 by Marcus.Wassmer
Fix LinuxEditor compile
Change 3357294 on 2017/03/21 by Marcus.Wassmer
Add missing SSE functions
Change 3357351 on 2017/03/21 by Frank.Fella
Fix win32 and linux compiler errors
Change 3357370 on 2017/03/21 by Arne.Schober
DR - disable ensure in test builds
#RB Marcus.Wassmer
[CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
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GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GetVertexDeclarationFVector4();
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2020-02-06 13:13:41 -05:00
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GraphicsPSOInit.BoundShaderState.VertexShaderRHI = VertexShader.GetVertexShader();
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GraphicsPSOInit.BoundShaderState.PixelShaderRHI = PixelShader.GetPixelShader();
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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3244756 on 2017/01/03 by Marcus.Wassmer
Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3248667 on 2017/01/05 by Olaf.Piesche
Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure
#jira UE-40160
Change 3249324 on 2017/01/06 by Marcus.Wassmer
Resave with an actual version to stop cook warning
Change 3249611 on 2017/01/06 by Marcus.Wassmer
Just remove warning-causing niagara data for now.
Change 3308052 on 2017/02/16 by Rolando.Caloca
DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute
Change 3308109 on 2017/02/16 by Rolando.Caloca
DR - Upgrade glslang to 1.0.39.1
Change 3308111 on 2017/02/16 by Rolando.Caloca
DR - Update Vulkan distribution to 1.0.39.1
Change 3308153 on 2017/02/16 by Rolando.Caloca
DR - Updated glslang libs
Change 3308842 on 2017/02/17 by Rolando.Caloca
DR - Fixed copy/paste
Change 3310007 on 2017/02/17 by Chris.Bunner
Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971.
#jira UE-37792
Change 3310154 on 2017/02/17 by Chris.Bunner
Assert when attempting to add a custom material attribute already in the base attributes list.
Change 3310155 on 2017/02/17 by Chris.Bunner
PR #3231: Validate material index before accessing (Contributed by projectgheist)
#jira UE-41774, UE-41788
Change 3310162 on 2017/02/17 by Chris.Bunner
PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist)
#jira UE-41823, UE-41950
Change 3310176 on 2017/02/17 by Chris.Bunner
Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini).
Update to AGS 5.0.5.
Partial code tidy up.
Change 3310187 on 2017/02/17 by Chris.Bunner
Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression.
#jira UE-41594
Change 3310215 on 2017/02/17 by Chris.Bunner
Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available).
More descriptive error for missing Cubemap UV input on TextureSample material node .
#jira UE-33098
Change 3310838 on 2017/02/18 by Joe.Graf
Moved some private functions to public for a licensee
#CodeReview: matt.kuhlenschmidt
#rb: n/a
Change 3311876 on 2017/02/20 by Rolando.Caloca
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
#jira UE-42014
Change 3314139 on 2017/02/21 by Rolando.Caloca
DR - Minor cleanup pass
- Remove FVulkanPendingState
- Renamed some classes for clarity
- Hoist pending UAVs for flush out to pending compute state
Change 3314642 on 2017/02/21 by Rolando.Caloca
DR - Some more renaming
Change 3315431 on 2017/02/21 by Ben.Salem
Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time.
#tests Ran showdown demo several times
Change 3316710 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Fix refract intrinsic
Change 3316718 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Built libs to pick up change from 3316710 - refract fix
Change 3316820 on 2017/02/22 by Benjamin.Hyder
updating Tm-TrigNodes map
Change 3317192 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317528 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317639 on 2017/02/22 by Benjamin.Hyder
Updating Decal on Complex Mesh example in QA-Decals
Change 3317764 on 2017/02/22 by Benjamin.Hyder
Final updates to QA-Decals
Change 3318319 on 2017/02/22 by Rolando.Caloca
DR - minor reorg/rename
Change 3318379 on 2017/02/22 by Rolando.Caloca
DR - more cleanup
Change 3321181 on 2017/02/24 by Rolando.Caloca
DR - Fix GL bug
Change 3321247 on 2017/02/24 by Rolando.Caloca
DR - Fix misc bugs
Change 3321898 on 2017/02/24 by Chris.Bunner
Only issue clear TLV dispatch if required.
#jira UERNDR-193
Change 3321904 on 2017/02/24 by Chris.Bunner
Added comment for potential future optimization.
Change 3322013 on 2017/02/24 by Uriel.Doyon
Fixed separate translucency being affected by Gaussian DOF
#jira UE-40489
Change 3322517 on 2017/02/24 by Uriel.Doyon
Fixed issue with InvestigateTexture command removing budget limit.
Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures.
#jira UE-40485
Change 3323470 on 2017/02/27 by Chad.Garyet
Removing DDC job from dev-rendering
Change 3323479 on 2017/02/27 by Chad.Garyet
Removing RDU agent type
Change 3323519 on 2017/02/27 by Chad.Garyet
removing NCL/LHR/SEA agent types to clean up space
Change 3323639 on 2017/02/27 by Benjamin.Hyder
More updates to QA-Decals
Change 3324207 on 2017/02/27 by Uriel.Doyon
Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias
Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef
Change 3324396 on 2017/02/27 by Uriel.Doyon
Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization
#jira UE-40485
Change 3325227 on 2017/02/28 by Chris.Bunner
Fix-up AMD AGS libs.
Change 3325566 on 2017/02/28 by Uriel.Doyon
Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num
Change 3326009 on 2017/02/28 by Uriel.Doyon
Better fix for 3325566, as the previous fix would ignore the material instance overrides.
Change 3327058 on 2017/03/01 by Benjamin.Hyder
Preparing TM_Shadermodels map for automation
Change 3328222 on 2017/03/01 by Chris.Bunner
Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals.
#jira UE-42449, UE-42446
Change 3329848 on 2017/03/02 by Uriel.Doyon
Added some extra logs to help track UE-42168
Change 3329977 on 2017/03/02 by Rolando.Caloca
DR - Fix bad clear value
Change 3330008 on 2017/03/02 by Benjamin.Hyder
More preparations for QA-Decals automation
Change 3330754 on 2017/03/02 by Daniel.Wright
Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything
Change 3331451 on 2017/03/03 by Marc.Olano
Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal
Change 3331839 on 2017/03/03 by Rolando.Caloca
DR - hlslcc - add missing file to project
Change 3332247 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel
PR #3305
#jira UE-42393
Change 3332259 on 2017/03/03 by Rolando.Caloca
DR - Fix bad index into pixel formats
PR #3237
#jira UE-41855
Change 3332305 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers
PR #3271
#jira UE-32618
Change 3332313 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel (properly)
PR #3305
#jira UE-42393
Change 3332317 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers (properly)
PR #3271
#jira UE-32618
Change 3332368 on 2017/03/03 by Rolando.Caloca
DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan
Change 3333690 on 2017/03/06 by Daniel.Wright
[Copy] Changing movable skylight properties no longer affects static draw lists
Change 3333693 on 2017/03/06 by Daniel.Wright
[Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations
Change 3333705 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting.
* 8 bit uses half memory but introduces error for thin surfaces or large meshes.
Change 3333721 on 2017/03/06 by David.Hill
DecalProxy:
Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component).
Change 3333772 on 2017/03/06 by Daniel.Wright
[Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur.
Change 3333790 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance field generation uses Embree, for a 2.5x speedup
* Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging
Change 3333822 on 2017/03/06 by Daniel.Wright
[Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp
* Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up
Change 3333827 on 2017/03/06 by Daniel.Wright
[Copy] Range compress 8bit distance fields - gets one extra bit of precision on average
Change 3333828 on 2017/03/06 by Daniel.Wright
[Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low
Change 3333831 on 2017/03/06 by Daniel.Wright
Non-editor compile fix
Change 3333836 on 2017/03/06 by Daniel.Wright
[Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb.
Change 3333843 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionExponent to skylight component
* Useful for brightening up indoors without losing contact shadows as MinOcclusion does
Change 3333845 on 2017/03/06 by Daniel.Wright
[Copy] Capsule shadow BP functions
Change 3333850 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionCombineMode to skylight component
Change 3333854 on 2017/03/06 by Daniel.Wright
[Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu
Change 3333857 on 2017/03/06 by Daniel.Wright
[Copy] Clear light attenuation for local lights with a quad covering their screen extents
* Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms.
* Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4
Change 3333860 on 2017/03/06 by Daniel.Wright
[Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory
Change 3333861 on 2017/03/06 by Daniel.Wright
[Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas
Change 3333869 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric Fog using a volume texture mapped to the camera frustum
* Volumetric fog can be enabled on an Exponential Height Fog component with additional controls
* Lights have a VolumetricScatteringIntensity
* New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale
* Lighting features supported:
* Directional light with CSM and a light function
* Point / spot lights without shadows / light functions / IES profiles
* Skylight with occlusion from distance fields
* Analytical height fog covers the view range past where the volumetric fog ends
* Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability
* Translucency integrates properly into volumetric fog
* Height fog StartDistance is not supported by volumetric fog and should be set to 0.
Change 3333894 on 2017/03/06 by Daniel.Wright
[Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering
Change 3333902 on 2017/03/06 by Daniel.Wright
[Copy] Better handling of volumetric fog enabled with distance of 0
Change 3333903 on 2017/03/06 by Daniel.Wright
[Copy] Fixed volumetric fog trying to render light functions for a point light
Change 3333908 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric materials
* Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities.
* Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius
* Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice.
* Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely
Change 3334134 on 2017/03/06 by Daniel.Wright
[Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree.
Change 3334420 on 2017/03/06 by Daniel.Wright
Fixed RTDF shadows
Change 3335467 on 2017/03/07 by Benjamin.Hyder
Initial submission of QA-Decals map to EngineTest
Change 3335556 on 2017/03/07 by Daniel.Wright
Changed mesh distance field default format back to R16f
Change 3338020 on 2017/03/08 by Daniel.Wright
Disable volumetric fog in vertex shaders for feature levels which don't support it
Change 3339394 on 2017/03/09 by Chris.Bunner
Correctly handle material texture translation error edge case.
#jira UE-42579, UE-42670
Change 3339992 on 2017/03/09 by Daniel.Wright
Only compile volumetric fog shaders on supporting platforms
Change 3341858 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
#RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite
Change 3342004 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
Fix unity build
#RB Marcus.Wassmer
Change 3343307 on 2017/03/13 by Marcus.Wassmer
Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc)
Change 3343732 on 2017/03/13 by Rolando.Caloca
DR - Vulkan compute pipeline & refactor
Change 3344846 on 2017/03/14 by Rolando.Caloca
DR - Android compile fixes
Change 3344883 on 2017/03/14 by Rolando.Caloca
DR - Add missing stencil load/store to PSO initializer
Change 3344985 on 2017/03/14 by Rolando.Caloca
DR - Made load/store actions uint8
Change 3345141 on 2017/03/14 by Rolando.Caloca
DR - vk - Rework render pass hash
Change 3345304 on 2017/03/14 by Benjamin.Hyder
Updating TM-Distancefields map to include TemplateFloor mesh
Change 3345387 on 2017/03/14 by Rolando.Caloca
DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating
Change 3345388 on 2017/03/14 by Rolando.Caloca
DR - Do not stall when creating shaders on Vulkan
Change 3345722 on 2017/03/14 by Chris.Bunner
PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC)
#jira UE-42752
Change 3345723 on 2017/03/14 by Chris.Bunner
Reduce log verbosity causing spamming during landscape editing.
#jira UE-42714
Change 3345725 on 2017/03/14 by Chris.Bunner
[Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes.
Change 3345726 on 2017/03/14 by Chris.Bunner
Typo fixes.
Change 3345732 on 2017/03/14 by Rolando.Caloca
DR - Decouple vertex declaration off BSS
Change 3345746 on 2017/03/14 by Chris.Bunner
Added sign() intrinsic material graph node and delisted material function workaround.
Change 3346042 on 2017/03/14 by Chris.Bunner
Implement missing size query interface for FRenderTargetResources.
#jira UE-41672
Change 3346387 on 2017/03/14 by Daniel.Wright
[Copy] Added VolumetricScatteringIntensity to particle lights
Change 3346389 on 2017/03/14 by Daniel.Wright
[Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs
Disable volumetric fog when the fog show flag is disabled
Change 3346392 on 2017/03/14 by Daniel.Wright
[Copy] Fixed skylight being much too bright on volumetric fog
Change 3346406 on 2017/03/14 by Daniel.Wright
[Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution.
* Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite
Change 3346412 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb
Change 3346414 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb
Change 3346415 on 2017/03/14 by Daniel.Wright
[Copy] Missing file from cl 3338451
Change 3346421 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled
* Volumetric fog converts NaNs to black now so they don't spread
Change 3346422 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaN in volumetric fog with low density values
Change 3346423 on 2017/03/14 by Daniel.Wright
[Copy] Changed default VolumetricFogScatteringDistribution to .2
Change 3346430 on 2017/03/14 by Daniel.Wright
[Copy] New translucent material option to compute fog per pixel instead of the default per vertex
Change 3346432 on 2017/03/14 by Daniel.Wright
[Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass
Fixed lifetimes of temporary Volumetric Fog render targets
Change 3346526 on 2017/03/14 by Daniel.Wright
[Copy] Volumetric Fog supports point and spot light shadows
* These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map)
* Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0'
* Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing
Change 3347053 on 2017/03/15 by Rolando.Caloca
DR - android compile fix
Change 3347384 on 2017/03/15 by Rolando.Caloca
DR - Fix merge issue
Change 3347643 on 2017/03/15 by Marcus.Wassmer
Fix some bugs with the 'disable stationary skylight ffor the project' feature.
Fixes lighting in Persona on Paragon.
Change 3347979 on 2017/03/15 by Rolando.Caloca
DR - Allow to automatically apply cached rendertargets to PSO initializer
Change 3348024 on 2017/03/15 by Rolando.Caloca
DR - Remove NullPS on Vulkan to avoid deadlock
Change 3348303 on 2017/03/15 by Rolando.Caloca
DR - Fix for debugging SCW with material SRT
Change 3348357 on 2017/03/15 by Marcus.Wassmer
Fix stencildither and a stencilref bug that was probably breaking decals sometimes.
Change 3348549 on 2017/03/15 by Marcus.Wassmer
Hopefully fix static analysis for potential nullptr access.
Change 3348614 on 2017/03/15 by Marcus.Wassmer
Duplicate some switch changes to fix crash on launch.
Change 3349369 on 2017/03/16 by Gil.Gribb
Fixed botched merge
Change 3349947 on 2017/03/16 by Rolando.Caloca
DR - Fix for mismatched primitive type
Change 3349956 on 2017/03/16 by Benjamin.Hyder
initial updates to TM-DistanceFields map
Change 3350151 on 2017/03/16 by Rolando.Caloca
DR - Fix UT compile issue
Change 3350155 on 2017/03/16 by Rolando.Caloca
DR - Catch mismatched primitive type on PSOs on D3D11
Change 3350192 on 2017/03/16 by Daniel.Wright
Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor
Change 3350736 on 2017/03/16 by Daniel.Wright
Fixed formatting from merge
Change 3350881 on 2017/03/16 by Rolando.Caloca
DR - Fix texture arrays as UAVs on Metal
Change 3350927 on 2017/03/16 by Rolando.Caloca
DR - Fix warning
Change 3350935 on 2017/03/16 by Daniel.Wright
Fix for materials with non-Surface domains being skipped in mesh passes
Change 3351583 on 2017/03/17 by Marcus.Wassmer
Fix clang platforms
Change 3351917 on 2017/03/17 by Marcus.Wassmer
Fix linux compile
Change 3351973 on 2017/03/17 by Marcus.Wassmer
Fix mismatched rendertargetformat
Change 3352038 on 2017/03/17 by Daniel.Wright
Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing
Change 3352110 on 2017/03/17 by Marcus.Wassmer
Fix missing RT PSO apply
Change 3352695 on 2017/03/17 by Arne.Schober
DR - Remove PSO Rendertarget check in DX12 Resolve with Shader.
#RB Rolando.Caloca
Change 3352960 on 2017/03/17 by Arne.Schober
DR - Fix some things that slipped trough the PSO merge
#RB none
Change 3353150 on 2017/03/18 by Rolando.Caloca
DR - compile fix
Change 3353205 on 2017/03/18 by Arne.Schober
DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode
#RB none
Change 3353207 on 2017/03/18 by Arne.Schober
DR - Fix Confusion
#RB none
Change 3355183 on 2017/03/20 by Nick.Bullard
Fixed up Content orginzation for Decals automation tests in EngineTest
Change 3355627 on 2017/03/20 by Arne.Schober
DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed.
Change 3356342 on 2017/03/21 by Marcus.Wassmer
Fix clang errors
Change 3356591 on 2017/03/21 by Arne.Schober
DR - Fix ensure message
#RB none
Change 3356873 on 2017/03/21 by Arne.Schober
DR - Fix comparission of undefined values in RendertargetApply Check
Change 3357261 on 2017/03/21 by Marcus.Wassmer
Fix LinuxEditor compile
Change 3357294 on 2017/03/21 by Marcus.Wassmer
Add missing SSE functions
Change 3357351 on 2017/03/21 by Frank.Fella
Fix win32 and linux compiler errors
Change 3357370 on 2017/03/21 by Arne.Schober
DR - disable ensure in test builds
#RB Marcus.Wassmer
[CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
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GraphicsPSOInit.PrimitiveType = PT_TriangleList;
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2021-09-03 11:59:36 -04:00
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SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit, 0);
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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3244756 on 2017/01/03 by Marcus.Wassmer
Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3248667 on 2017/01/05 by Olaf.Piesche
Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure
#jira UE-40160
Change 3249324 on 2017/01/06 by Marcus.Wassmer
Resave with an actual version to stop cook warning
Change 3249611 on 2017/01/06 by Marcus.Wassmer
Just remove warning-causing niagara data for now.
Change 3308052 on 2017/02/16 by Rolando.Caloca
DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute
Change 3308109 on 2017/02/16 by Rolando.Caloca
DR - Upgrade glslang to 1.0.39.1
Change 3308111 on 2017/02/16 by Rolando.Caloca
DR - Update Vulkan distribution to 1.0.39.1
Change 3308153 on 2017/02/16 by Rolando.Caloca
DR - Updated glslang libs
Change 3308842 on 2017/02/17 by Rolando.Caloca
DR - Fixed copy/paste
Change 3310007 on 2017/02/17 by Chris.Bunner
Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971.
#jira UE-37792
Change 3310154 on 2017/02/17 by Chris.Bunner
Assert when attempting to add a custom material attribute already in the base attributes list.
Change 3310155 on 2017/02/17 by Chris.Bunner
PR #3231: Validate material index before accessing (Contributed by projectgheist)
#jira UE-41774, UE-41788
Change 3310162 on 2017/02/17 by Chris.Bunner
PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist)
#jira UE-41823, UE-41950
Change 3310176 on 2017/02/17 by Chris.Bunner
Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini).
Update to AGS 5.0.5.
Partial code tidy up.
Change 3310187 on 2017/02/17 by Chris.Bunner
Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression.
#jira UE-41594
Change 3310215 on 2017/02/17 by Chris.Bunner
Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available).
More descriptive error for missing Cubemap UV input on TextureSample material node .
#jira UE-33098
Change 3310838 on 2017/02/18 by Joe.Graf
Moved some private functions to public for a licensee
#CodeReview: matt.kuhlenschmidt
#rb: n/a
Change 3311876 on 2017/02/20 by Rolando.Caloca
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
#jira UE-42014
Change 3314139 on 2017/02/21 by Rolando.Caloca
DR - Minor cleanup pass
- Remove FVulkanPendingState
- Renamed some classes for clarity
- Hoist pending UAVs for flush out to pending compute state
Change 3314642 on 2017/02/21 by Rolando.Caloca
DR - Some more renaming
Change 3315431 on 2017/02/21 by Ben.Salem
Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time.
#tests Ran showdown demo several times
Change 3316710 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Fix refract intrinsic
Change 3316718 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Built libs to pick up change from 3316710 - refract fix
Change 3316820 on 2017/02/22 by Benjamin.Hyder
updating Tm-TrigNodes map
Change 3317192 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317528 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317639 on 2017/02/22 by Benjamin.Hyder
Updating Decal on Complex Mesh example in QA-Decals
Change 3317764 on 2017/02/22 by Benjamin.Hyder
Final updates to QA-Decals
Change 3318319 on 2017/02/22 by Rolando.Caloca
DR - minor reorg/rename
Change 3318379 on 2017/02/22 by Rolando.Caloca
DR - more cleanup
Change 3321181 on 2017/02/24 by Rolando.Caloca
DR - Fix GL bug
Change 3321247 on 2017/02/24 by Rolando.Caloca
DR - Fix misc bugs
Change 3321898 on 2017/02/24 by Chris.Bunner
Only issue clear TLV dispatch if required.
#jira UERNDR-193
Change 3321904 on 2017/02/24 by Chris.Bunner
Added comment for potential future optimization.
Change 3322013 on 2017/02/24 by Uriel.Doyon
Fixed separate translucency being affected by Gaussian DOF
#jira UE-40489
Change 3322517 on 2017/02/24 by Uriel.Doyon
Fixed issue with InvestigateTexture command removing budget limit.
Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures.
#jira UE-40485
Change 3323470 on 2017/02/27 by Chad.Garyet
Removing DDC job from dev-rendering
Change 3323479 on 2017/02/27 by Chad.Garyet
Removing RDU agent type
Change 3323519 on 2017/02/27 by Chad.Garyet
removing NCL/LHR/SEA agent types to clean up space
Change 3323639 on 2017/02/27 by Benjamin.Hyder
More updates to QA-Decals
Change 3324207 on 2017/02/27 by Uriel.Doyon
Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias
Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef
Change 3324396 on 2017/02/27 by Uriel.Doyon
Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization
#jira UE-40485
Change 3325227 on 2017/02/28 by Chris.Bunner
Fix-up AMD AGS libs.
Change 3325566 on 2017/02/28 by Uriel.Doyon
Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num
Change 3326009 on 2017/02/28 by Uriel.Doyon
Better fix for 3325566, as the previous fix would ignore the material instance overrides.
Change 3327058 on 2017/03/01 by Benjamin.Hyder
Preparing TM_Shadermodels map for automation
Change 3328222 on 2017/03/01 by Chris.Bunner
Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals.
#jira UE-42449, UE-42446
Change 3329848 on 2017/03/02 by Uriel.Doyon
Added some extra logs to help track UE-42168
Change 3329977 on 2017/03/02 by Rolando.Caloca
DR - Fix bad clear value
Change 3330008 on 2017/03/02 by Benjamin.Hyder
More preparations for QA-Decals automation
Change 3330754 on 2017/03/02 by Daniel.Wright
Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything
Change 3331451 on 2017/03/03 by Marc.Olano
Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal
Change 3331839 on 2017/03/03 by Rolando.Caloca
DR - hlslcc - add missing file to project
Change 3332247 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel
PR #3305
#jira UE-42393
Change 3332259 on 2017/03/03 by Rolando.Caloca
DR - Fix bad index into pixel formats
PR #3237
#jira UE-41855
Change 3332305 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers
PR #3271
#jira UE-32618
Change 3332313 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel (properly)
PR #3305
#jira UE-42393
Change 3332317 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers (properly)
PR #3271
#jira UE-32618
Change 3332368 on 2017/03/03 by Rolando.Caloca
DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan
Change 3333690 on 2017/03/06 by Daniel.Wright
[Copy] Changing movable skylight properties no longer affects static draw lists
Change 3333693 on 2017/03/06 by Daniel.Wright
[Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations
Change 3333705 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting.
* 8 bit uses half memory but introduces error for thin surfaces or large meshes.
Change 3333721 on 2017/03/06 by David.Hill
DecalProxy:
Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component).
Change 3333772 on 2017/03/06 by Daniel.Wright
[Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur.
Change 3333790 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance field generation uses Embree, for a 2.5x speedup
* Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging
Change 3333822 on 2017/03/06 by Daniel.Wright
[Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp
* Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up
Change 3333827 on 2017/03/06 by Daniel.Wright
[Copy] Range compress 8bit distance fields - gets one extra bit of precision on average
Change 3333828 on 2017/03/06 by Daniel.Wright
[Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low
Change 3333831 on 2017/03/06 by Daniel.Wright
Non-editor compile fix
Change 3333836 on 2017/03/06 by Daniel.Wright
[Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb.
Change 3333843 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionExponent to skylight component
* Useful for brightening up indoors without losing contact shadows as MinOcclusion does
Change 3333845 on 2017/03/06 by Daniel.Wright
[Copy] Capsule shadow BP functions
Change 3333850 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionCombineMode to skylight component
Change 3333854 on 2017/03/06 by Daniel.Wright
[Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu
Change 3333857 on 2017/03/06 by Daniel.Wright
[Copy] Clear light attenuation for local lights with a quad covering their screen extents
* Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms.
* Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4
Change 3333860 on 2017/03/06 by Daniel.Wright
[Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory
Change 3333861 on 2017/03/06 by Daniel.Wright
[Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas
Change 3333869 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric Fog using a volume texture mapped to the camera frustum
* Volumetric fog can be enabled on an Exponential Height Fog component with additional controls
* Lights have a VolumetricScatteringIntensity
* New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale
* Lighting features supported:
* Directional light with CSM and a light function
* Point / spot lights without shadows / light functions / IES profiles
* Skylight with occlusion from distance fields
* Analytical height fog covers the view range past where the volumetric fog ends
* Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability
* Translucency integrates properly into volumetric fog
* Height fog StartDistance is not supported by volumetric fog and should be set to 0.
Change 3333894 on 2017/03/06 by Daniel.Wright
[Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering
Change 3333902 on 2017/03/06 by Daniel.Wright
[Copy] Better handling of volumetric fog enabled with distance of 0
Change 3333903 on 2017/03/06 by Daniel.Wright
[Copy] Fixed volumetric fog trying to render light functions for a point light
Change 3333908 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric materials
* Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities.
* Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius
* Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice.
* Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely
Change 3334134 on 2017/03/06 by Daniel.Wright
[Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree.
Change 3334420 on 2017/03/06 by Daniel.Wright
Fixed RTDF shadows
Change 3335467 on 2017/03/07 by Benjamin.Hyder
Initial submission of QA-Decals map to EngineTest
Change 3335556 on 2017/03/07 by Daniel.Wright
Changed mesh distance field default format back to R16f
Change 3338020 on 2017/03/08 by Daniel.Wright
Disable volumetric fog in vertex shaders for feature levels which don't support it
Change 3339394 on 2017/03/09 by Chris.Bunner
Correctly handle material texture translation error edge case.
#jira UE-42579, UE-42670
Change 3339992 on 2017/03/09 by Daniel.Wright
Only compile volumetric fog shaders on supporting platforms
Change 3341858 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
#RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite
Change 3342004 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
Fix unity build
#RB Marcus.Wassmer
Change 3343307 on 2017/03/13 by Marcus.Wassmer
Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc)
Change 3343732 on 2017/03/13 by Rolando.Caloca
DR - Vulkan compute pipeline & refactor
Change 3344846 on 2017/03/14 by Rolando.Caloca
DR - Android compile fixes
Change 3344883 on 2017/03/14 by Rolando.Caloca
DR - Add missing stencil load/store to PSO initializer
Change 3344985 on 2017/03/14 by Rolando.Caloca
DR - Made load/store actions uint8
Change 3345141 on 2017/03/14 by Rolando.Caloca
DR - vk - Rework render pass hash
Change 3345304 on 2017/03/14 by Benjamin.Hyder
Updating TM-Distancefields map to include TemplateFloor mesh
Change 3345387 on 2017/03/14 by Rolando.Caloca
DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating
Change 3345388 on 2017/03/14 by Rolando.Caloca
DR - Do not stall when creating shaders on Vulkan
Change 3345722 on 2017/03/14 by Chris.Bunner
PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC)
#jira UE-42752
Change 3345723 on 2017/03/14 by Chris.Bunner
Reduce log verbosity causing spamming during landscape editing.
#jira UE-42714
Change 3345725 on 2017/03/14 by Chris.Bunner
[Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes.
Change 3345726 on 2017/03/14 by Chris.Bunner
Typo fixes.
Change 3345732 on 2017/03/14 by Rolando.Caloca
DR - Decouple vertex declaration off BSS
Change 3345746 on 2017/03/14 by Chris.Bunner
Added sign() intrinsic material graph node and delisted material function workaround.
Change 3346042 on 2017/03/14 by Chris.Bunner
Implement missing size query interface for FRenderTargetResources.
#jira UE-41672
Change 3346387 on 2017/03/14 by Daniel.Wright
[Copy] Added VolumetricScatteringIntensity to particle lights
Change 3346389 on 2017/03/14 by Daniel.Wright
[Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs
Disable volumetric fog when the fog show flag is disabled
Change 3346392 on 2017/03/14 by Daniel.Wright
[Copy] Fixed skylight being much too bright on volumetric fog
Change 3346406 on 2017/03/14 by Daniel.Wright
[Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution.
* Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite
Change 3346412 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb
Change 3346414 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb
Change 3346415 on 2017/03/14 by Daniel.Wright
[Copy] Missing file from cl 3338451
Change 3346421 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled
* Volumetric fog converts NaNs to black now so they don't spread
Change 3346422 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaN in volumetric fog with low density values
Change 3346423 on 2017/03/14 by Daniel.Wright
[Copy] Changed default VolumetricFogScatteringDistribution to .2
Change 3346430 on 2017/03/14 by Daniel.Wright
[Copy] New translucent material option to compute fog per pixel instead of the default per vertex
Change 3346432 on 2017/03/14 by Daniel.Wright
[Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass
Fixed lifetimes of temporary Volumetric Fog render targets
Change 3346526 on 2017/03/14 by Daniel.Wright
[Copy] Volumetric Fog supports point and spot light shadows
* These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map)
* Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0'
* Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing
Change 3347053 on 2017/03/15 by Rolando.Caloca
DR - android compile fix
Change 3347384 on 2017/03/15 by Rolando.Caloca
DR - Fix merge issue
Change 3347643 on 2017/03/15 by Marcus.Wassmer
Fix some bugs with the 'disable stationary skylight ffor the project' feature.
Fixes lighting in Persona on Paragon.
Change 3347979 on 2017/03/15 by Rolando.Caloca
DR - Allow to automatically apply cached rendertargets to PSO initializer
Change 3348024 on 2017/03/15 by Rolando.Caloca
DR - Remove NullPS on Vulkan to avoid deadlock
Change 3348303 on 2017/03/15 by Rolando.Caloca
DR - Fix for debugging SCW with material SRT
Change 3348357 on 2017/03/15 by Marcus.Wassmer
Fix stencildither and a stencilref bug that was probably breaking decals sometimes.
Change 3348549 on 2017/03/15 by Marcus.Wassmer
Hopefully fix static analysis for potential nullptr access.
Change 3348614 on 2017/03/15 by Marcus.Wassmer
Duplicate some switch changes to fix crash on launch.
Change 3349369 on 2017/03/16 by Gil.Gribb
Fixed botched merge
Change 3349947 on 2017/03/16 by Rolando.Caloca
DR - Fix for mismatched primitive type
Change 3349956 on 2017/03/16 by Benjamin.Hyder
initial updates to TM-DistanceFields map
Change 3350151 on 2017/03/16 by Rolando.Caloca
DR - Fix UT compile issue
Change 3350155 on 2017/03/16 by Rolando.Caloca
DR - Catch mismatched primitive type on PSOs on D3D11
Change 3350192 on 2017/03/16 by Daniel.Wright
Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor
Change 3350736 on 2017/03/16 by Daniel.Wright
Fixed formatting from merge
Change 3350881 on 2017/03/16 by Rolando.Caloca
DR - Fix texture arrays as UAVs on Metal
Change 3350927 on 2017/03/16 by Rolando.Caloca
DR - Fix warning
Change 3350935 on 2017/03/16 by Daniel.Wright
Fix for materials with non-Surface domains being skipped in mesh passes
Change 3351583 on 2017/03/17 by Marcus.Wassmer
Fix clang platforms
Change 3351917 on 2017/03/17 by Marcus.Wassmer
Fix linux compile
Change 3351973 on 2017/03/17 by Marcus.Wassmer
Fix mismatched rendertargetformat
Change 3352038 on 2017/03/17 by Daniel.Wright
Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing
Change 3352110 on 2017/03/17 by Marcus.Wassmer
Fix missing RT PSO apply
Change 3352695 on 2017/03/17 by Arne.Schober
DR - Remove PSO Rendertarget check in DX12 Resolve with Shader.
#RB Rolando.Caloca
Change 3352960 on 2017/03/17 by Arne.Schober
DR - Fix some things that slipped trough the PSO merge
#RB none
Change 3353150 on 2017/03/18 by Rolando.Caloca
DR - compile fix
Change 3353205 on 2017/03/18 by Arne.Schober
DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode
#RB none
Change 3353207 on 2017/03/18 by Arne.Schober
DR - Fix Confusion
#RB none
Change 3355183 on 2017/03/20 by Nick.Bullard
Fixed up Content orginzation for Decals automation tests in EngineTest
Change 3355627 on 2017/03/20 by Arne.Schober
DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed.
Change 3356342 on 2017/03/21 by Marcus.Wassmer
Fix clang errors
Change 3356591 on 2017/03/21 by Arne.Schober
DR - Fix ensure message
#RB none
Change 3356873 on 2017/03/21 by Arne.Schober
DR - Fix comparission of undefined values in RendertargetApply Check
Change 3357261 on 2017/03/21 by Marcus.Wassmer
Fix LinuxEditor compile
Change 3357294 on 2017/03/21 by Marcus.Wassmer
Add missing SSE functions
Change 3357351 on 2017/03/21 by Frank.Fella
Fix win32 and linux compiler errors
Change 3357370 on 2017/03/21 by Arne.Schober
DR - disable ensure in test builds
#RB Marcus.Wassmer
[CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
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2019-10-11 15:33:31 -04:00
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PixelShader->SetParameters(RHICmdList, SrcTexture, FmaskSRV, SrcOrigin);
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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3055495 on 2016/07/19 by Marc.Olano
Allow Noise material node on mobile
No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions.
#jira UE-33345
Change 3055602 on 2016/07/19 by Luke.Thatcher
Fix crash bug in D3D11 RHI when selecting adapters.
- Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device).
#jira UE-33236
Change 3055890 on 2016/07/19 by Daniel.Wright
Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was
Change 3055891 on 2016/07/19 by Daniel.Wright
Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports
* This will effectively double partial distiance field update costs until clipping of the update regions is implemented
Change 3055892 on 2016/07/19 by Daniel.Wright
Higher poly light source shapes drawn into reflection captures
Change 3055893 on 2016/07/19 by Daniel.Wright
More info to 'Incompatible surface format' GNM assert
Change 3055904 on 2016/07/19 by Daniel.Wright
Reflection environment normalization improvements
* Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely.
* When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene.
* Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data.
* The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness
* Removed unused r.DiffuseFromCaptures
* Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8
Change 3055905 on 2016/07/19 by Daniel.Wright
Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV
Change 3059486 on 2016/07/21 by Nick.Penwarden
Testing #uecritical
Change 3060558 on 2016/07/21 by Daniel.Wright
Fixed skylight with specified cubemap being black
Change 3061999 on 2016/07/22 by Marcus.Wassmer
Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up.
Change 3062241 on 2016/07/22 by Daniel.Wright
Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms
Change 3062244 on 2016/07/22 by Daniel.Wright
Discard old prenormalized reflection environment data on load
Change 3062283 on 2016/07/22 by Daniel.Wright
MSAA support for the forward renderer
* AntiAliasing method is chosen in Rendering project settings, DefaultSettings category
* Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing
* Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA
* The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content
* Added r.MSAACount which defaults to 4
* Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve
* GBuffer targets are no longer allocated when using the forward renderer
* Decal blend modes that write to the GBuffer fall back to SceneColor emissive only
Change 3062666 on 2016/07/23 by Uriel.Doyon
Added legend to streaming accuracy viewmodes
Added a new helper class FRenderTargetTemp to be reused in different canvas rendering.
Exposed the pass through pixel shader so that it can be reused.
#review-3058986 @marcus.wassmer
Change 3063023 on 2016/07/25 by Luke.Thatcher
Fix "RecompileShaders Changed" when using Cook On The Fly.
#jira UE-33573
Change 3063078 on 2016/07/25 by Ben.Woodhouse
Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc
Change 3063315 on 2016/07/25 by Ben.Woodhouse
Fix div 0 in motion blur. This caused artifacts in some fairly common cases
#jira UE-32331
Change 3063897 on 2016/07/25 by Uriel.Doyon
Fixed missing qualifier on interpolants
Change 3064559 on 2016/07/26 by Ben.Woodhouse
Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
Tested fix on xbox, PC and PS4, using QAGame
#jira UE-28592
Change 3064896 on 2016/07/26 by Ben.Woodhouse
Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16)
Change 3064913 on 2016/07/26 by Ben.Marsh
Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings.
Change 3065326 on 2016/07/26 by Uriel.Doyon
Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
#jira UE-32585
Change 3065541 on 2016/07/26 by Daniel.Wright
Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading
Change 3065543 on 2016/07/26 by Daniel.Wright
Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
Change 3065545 on 2016/07/26 by Daniel.Wright
Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale.
Fixed reflection capture feedback with base pass reflections
Change 3066783 on 2016/07/27 by Daniel.Wright
Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot
Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3)
Change 3066794 on 2016/07/27 by Daniel.Wright
Fixed crash rendering planar reflections due to NULL PostProcessSettings
Change 3067412 on 2016/07/27 by Daniel.Wright
Fix for OpenGL4 with uint interpolator
Change 3068470 on 2016/07/28 by Daniel.Wright
Fixed crash rendering translucency with translucent shadows which were determined to be invisible
Change 3069046 on 2016/07/28 by Daniel.Wright
Handle null Family in SetupAntiAliasingMethod
Change 3069059 on 2016/07/28 by Daniel.Wright
Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface)
Change 3069391 on 2016/07/28 by Daniel.Wright
Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright
Change 3070369 on 2016/07/29 by Daniel.Wright
r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing
Change 3070370 on 2016/07/29 by Daniel.Wright
Bumped reflection capture DDC version to get rid of legacy prenormalized data
Change 3070680 on 2016/07/29 by Marcus.Wassmer
Fix slate ensure that is most likely a timing issue exposed by rendering.
#ue-33902
Change 3070811 on 2016/07/29 by Marcus.Wassmer
Fix ProjectLauncher errors when loading old versions
#ue-33939
Change 3070971 on 2016/07/29 by Uriel.Doyon
Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory
Change 3071452 on 2016/07/31 by Uriel.Doyon
Updated the legend description for the (texture streaming) primitive distance accuracy view mode
[CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
|
|
|
|
2019-10-11 15:33:31 -04:00
|
|
|
RHICmdList.SetStreamSource(0, DummyVB, 0);
|
2018-09-13 11:38:41 -04:00
|
|
|
RHICmdList.DrawPrimitive(0, 1, 1);
|
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3055495 on 2016/07/19 by Marc.Olano
Allow Noise material node on mobile
No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions.
#jira UE-33345
Change 3055602 on 2016/07/19 by Luke.Thatcher
Fix crash bug in D3D11 RHI when selecting adapters.
- Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device).
#jira UE-33236
Change 3055890 on 2016/07/19 by Daniel.Wright
Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was
Change 3055891 on 2016/07/19 by Daniel.Wright
Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports
* This will effectively double partial distiance field update costs until clipping of the update regions is implemented
Change 3055892 on 2016/07/19 by Daniel.Wright
Higher poly light source shapes drawn into reflection captures
Change 3055893 on 2016/07/19 by Daniel.Wright
More info to 'Incompatible surface format' GNM assert
Change 3055904 on 2016/07/19 by Daniel.Wright
Reflection environment normalization improvements
* Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely.
* When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene.
* Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data.
* The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness
* Removed unused r.DiffuseFromCaptures
* Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8
Change 3055905 on 2016/07/19 by Daniel.Wright
Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV
Change 3059486 on 2016/07/21 by Nick.Penwarden
Testing #uecritical
Change 3060558 on 2016/07/21 by Daniel.Wright
Fixed skylight with specified cubemap being black
Change 3061999 on 2016/07/22 by Marcus.Wassmer
Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up.
Change 3062241 on 2016/07/22 by Daniel.Wright
Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms
Change 3062244 on 2016/07/22 by Daniel.Wright
Discard old prenormalized reflection environment data on load
Change 3062283 on 2016/07/22 by Daniel.Wright
MSAA support for the forward renderer
* AntiAliasing method is chosen in Rendering project settings, DefaultSettings category
* Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing
* Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA
* The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content
* Added r.MSAACount which defaults to 4
* Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve
* GBuffer targets are no longer allocated when using the forward renderer
* Decal blend modes that write to the GBuffer fall back to SceneColor emissive only
Change 3062666 on 2016/07/23 by Uriel.Doyon
Added legend to streaming accuracy viewmodes
Added a new helper class FRenderTargetTemp to be reused in different canvas rendering.
Exposed the pass through pixel shader so that it can be reused.
#review-3058986 @marcus.wassmer
Change 3063023 on 2016/07/25 by Luke.Thatcher
Fix "RecompileShaders Changed" when using Cook On The Fly.
#jira UE-33573
Change 3063078 on 2016/07/25 by Ben.Woodhouse
Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc
Change 3063315 on 2016/07/25 by Ben.Woodhouse
Fix div 0 in motion blur. This caused artifacts in some fairly common cases
#jira UE-32331
Change 3063897 on 2016/07/25 by Uriel.Doyon
Fixed missing qualifier on interpolants
Change 3064559 on 2016/07/26 by Ben.Woodhouse
Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
Tested fix on xbox, PC and PS4, using QAGame
#jira UE-28592
Change 3064896 on 2016/07/26 by Ben.Woodhouse
Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16)
Change 3064913 on 2016/07/26 by Ben.Marsh
Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings.
Change 3065326 on 2016/07/26 by Uriel.Doyon
Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
#jira UE-32585
Change 3065541 on 2016/07/26 by Daniel.Wright
Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading
Change 3065543 on 2016/07/26 by Daniel.Wright
Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
Change 3065545 on 2016/07/26 by Daniel.Wright
Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale.
Fixed reflection capture feedback with base pass reflections
Change 3066783 on 2016/07/27 by Daniel.Wright
Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot
Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3)
Change 3066794 on 2016/07/27 by Daniel.Wright
Fixed crash rendering planar reflections due to NULL PostProcessSettings
Change 3067412 on 2016/07/27 by Daniel.Wright
Fix for OpenGL4 with uint interpolator
Change 3068470 on 2016/07/28 by Daniel.Wright
Fixed crash rendering translucency with translucent shadows which were determined to be invisible
Change 3069046 on 2016/07/28 by Daniel.Wright
Handle null Family in SetupAntiAliasingMethod
Change 3069059 on 2016/07/28 by Daniel.Wright
Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface)
Change 3069391 on 2016/07/28 by Daniel.Wright
Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright
Change 3070369 on 2016/07/29 by Daniel.Wright
r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing
Change 3070370 on 2016/07/29 by Daniel.Wright
Bumped reflection capture DDC version to get rid of legacy prenormalized data
Change 3070680 on 2016/07/29 by Marcus.Wassmer
Fix slate ensure that is most likely a timing issue exposed by rendering.
#ue-33902
Change 3070811 on 2016/07/29 by Marcus.Wassmer
Fix ProjectLauncher errors when loading old versions
#ue-33939
Change 3070971 on 2016/07/29 by Uriel.Doyon
Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory
Change 3071452 on 2016/07/31 by Uriel.Doyon
Updated the legend description for the (texture streaming) primitive distance accuracy view mode
[CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
|
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}
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|
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3794640)
#lockdown Nick.Penwarden
#rb no.one
============================
MAJOR FEATURES & CHANGES
============================
Change 3543285 by Nick.Atamas
Merging using //UE4/Release-4.17/... -> //UE4/Dev-VR/... :
Fixed UEVR-852:
Adjusted Google Tango Plugins copyright to Copyright Google 2017.
Removed Apache 2.0 license.
Change 3767306 by Mike.Beach
Adopting a set of video capture fixes from Darren Pegg:
"Windows 7 : fix capture problems by reinitializing tracks, only active on windows < 8.0."
+ mirroring CL 3741444 ("Add windows 10 support to the application manifest"), which was needed for this
#jira UE-49870, UE-50217, UE-50227, UE-50224
Change 3767317 by Mike.Beach
[MR] Fixing up the mixed reality framework's async BP nodes (handling MediaPlayer assets set to not play-on-open - preventing a crash and keeping the stream playing), so they work with the changes to the WMF media player introduced in CL 3767306.
#jira UEVR-910
Change 3767484 by Mike.Beach
Correcting user facing messages/tooltips to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3767489 by Mike.Beach
Correcting source comment to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3768155 by Ryan.Vance
#jira UE-52089
Fixing cardboard only rendering in one eye.
Change 3769011 by Douglas.Copeland
Removing Clipping Planes from TM-HMDNodes (Level and LevelBP. Feature removed). Rebuilding Map.
Change 3769195 by Douglas.Copeland
Removing AA PostProcessing Volumes in TM-VRSmoke. AA does not change via PP Volumes since 4.14
Change 3769256 by Douglas.Copeland
Removing TM-VRLandscapeFoliage Map. Never used in suite/bloat.
Change 3769453 by Douglas.Copeland
Resaving content to resolve engine content warning
Change 3771076 by Keli.Hlodversson
Add missing const to a ref parameter.
Change 3771141 by Keli.Hlodversson
Fix world locked stereo layer positions on SteamVR when there is a camera component representing the HMD.
#jira UE-52353
Change 3771602 by Mike.Beach
Replacing temp Rift controller models with official ones from Oculus.
#jira UEVR-830
Change 3774877 by Mike.Beach
Refining MR calibration (WIP)...
- New alignment process [WIP]
- More modular calibration steps (for easier refactoring)
- Stubbed in phase for lens calibration
- Centralized interface for debug (dev) settings
Change 3774880 by Mike.Beach
Adopted changes from Oculus (SI1.21); stubbing in functionality for:
- Lens matched shading
- Dynamic screen refresh rate switching
- Added BP API calls: GetGPUUtilization, GetTiledMultiresLevel , SetTiledMultiresLevel, GetDeviceName, GetAvailableDisplayFrequencies, GetCurrentDisplayFrequency, SetDisplayFrequency
Change 3774922 by Mike.Beach
Attempting CIS fix.
Change 3774972 by Mike.Beach
Making it so you can override the material on model components from the various XR systems (via MotionController component).
Change 3774974 by Mike.Beach
Missing assets from CL 3774877.
Change 3775128 by Nick.Atamas
Merging //UE4/Partner-Google-VR @ CL 3770408 to Dev-VR (//UE4/Dev-VR)
Change 3776135 by Mike.Beach
MR [WIP] - Updating the calibration save process .
- Now save after each calibration step
- Stubbed in save data for lens distortion
- Track progress and load you to the first incomplete calibration step
Change 3777110 by Mike.Beach
[WIP] MR - Adding ability to easily mirror monitor screen.
Change 3777146 by Mike.Beach
Removing superflous ensure that some of us were hitting.
Change 3777417 by Mike.Beach
[WIP] MR - Fixing alignment adjustment controls to match mirrored monitor.
Change 3777436 by Nick.Atamas
Initial check in of AugmentedReality module and ARKit support for it.
Also adding QAARApp to test the use of these systems.
Change 3778009 by Nick.Atamas
Missing file
Change 3778067 by Nick.Atamas
Fixing CIS
Change 3778155 by Nick.Atamas
Spot merging CL 3777463 //UE4/Partner-Google-VR to //UE4/Dev-VR
Change 3778209 by Nick.Atamas
More CIS fixing.
Change 3778821 by Mike.Beach
[WIP] MR - Moving the alignment point system to pull from an easily modifiable DataTable (so we can change easily).
Change 3779431 by Joe.Graf
Merging using //UE4/Dev-Editor/_to_//UE4/Dev-VR/
Change 3780822 by Keli.Hlodversson
Adding OpenCV binaries plus build script to automatically fetch and rebuild it
#jira UE-52725
Change 3781037 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781046 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781049 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781129 by Joe.Graf
Fixed the warning generated by OpenCV.Build.cs
Change 3783476 by Mike.Beach
Attempt at fixing Win32 CIS errors.
Change 3783845 by Martin.Wilson
Allow deprecated properties to still be accessed in blueprints so long as they have Blueprint Getters and Setters. Allows us to have a clean deprecation path for blueprint accessed properties
Change 3784397 by Jeff.Fisher
UE-51390 GitHub 4141 : Allow VR plugins to have multiple viewports and rotated eye orientations
PR #4141: Allow VR plugins to have multiple viewports and rotated eye orientations (Contributed by AustinPuk-Conffx)
-This loosens some assumptions in the api about how many stereo render passes there are to allow plugins to implement more than we currently use for any of our plugins.
-It also starts to replace some comparison test logic with the stereo pass enum values with IStereoRendering helper functions, do avoid duplicating the expressions all over.
#jira UE-51390
#review-3779148
Change 3784545 by Jeff.Fisher
Build fix for cl 3784397, made a local variable name unique.
Change 3784553 by Chance.Ivey
Stubbing Mobile AR Template files. Needs logic, icons and copy.
Change 3784570 by Jeff.Fisher
fix for cl 3784397
-Reverted monoscopicfarfield default change, accidentaly submit
Change 3785134 by Mike.Beach
[WIP] MR - Correcting some of the alignment algorithms & adding a preview key for the new alignment.
Change 3787180 by Mike.Beach
Fixing up CIS
#jira UE-52998, UE-52996
Change 3787272 by Mike.Beach
Adopted changes from the anim team - Followup to CL 3787240.
The LiveLink framework is now implementing the new IMotionController interface, and supplying tracking+ data through the engine's MotionController components.
#jira UE-52783
Change 3787454 by Jeff.Fisher
Adding brackets after if as specific in code review.
Change 3787591 by Keli.Hlodversson
Add tps files for OpenCV
Change 3788478 by Mike.Beach
Switching over the MR calibration process to use the new MotionController source ID (rather than the deprecated Hand enum). Also, adding device attachment selection to the first calibration step and switching it to use the new modular interface system.
#jira UEVR-1042, UEVR-1045, UEVR-1046
Change 3789836 by Jeff.Fisher
UE-53069 Editor crashes on open without SteamVR attached
-needed to check we are in stereo and device exists.
-Note just having the morpheus plugin enabled creates a device, so you need to have that disabled to reproduce this bug
#jira UE-53069
Change 3789841 by Mike.Beach
CIS fix - fallout from CL 3787272.
Change 3790102 by Jeff.Fisher
UE-53079 Packaging for android results in a critical error referencing global shader FHdrCustomResolveFMask4xPS
-Android shader compiler is a bit pickier on parameter matching, fixed the parameter.
#jira UE-53079
Change 3790174 by Jeff.Fisher
UE-53084 Mac editor crashes on open, Failed to compile global shader FWideCustomResolve8_2x_truePS
-Another shader parameter match.
#jira UE-53084
Change 3791727 by Mike.Beach
Fallout from CL 3787272 - missed use of now deprecated Hand property on MotionController components.
#jira UE-53080
Change 3766717 by Mike.Beach
Adding a TrackingToWorld transform to IXRTrackingSystem - default impl updates the cached transform once per frame (at the begining) and determines it from the project's camera setup (making the assumption the camera's root is the XR origin).
Change 3771327 by Ryan.Vance
#jira UE-52513
Fixing console rendering. The ortho projections were taking screen percentage of the panel into account for size instead of pixeldensity * ideal size.
Change 3773348 by Mike.Beach
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
Change 3787240 by Mike.Beach
Adopting IMotionController changes from anim team (in support of LiveLink)...
- MotionControllerComponent EControllerHand Hand is deprecated, replaced by FName MotionSource
- Blueprint get set nodes for the Hand property will still function but will warn as deprecated, this is achieved via using deprecated BlueprintGetter and BlueprintSetter on the property (plus a change to UHT to allow that to compile)
- MotionSource Setter node has pin customization to show choice box instead of standard FName text box.
- New base class for motion controllers XRMotionControllerBase.h/cpp
- Provides default implementations for new functions (Enumerate Source, Custom Parameter etc)
- Provides wrapper functions that take EControllerHand so that the controllers themselves dont have to change.
- Motion Source custom choice box. Polls MotionControllers for sources via EnumerateSources interface. Also allows custom text type in. Is Exposed to details panel and setter pin (as above).
- Added a Dev-VR custom version for reading the Hand property and moving it to MotionSource
#jira UE-52783
Change 3787975 by Ryan.Vance
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
[CL 3794679 by Mike Beach in Main branch]
2017-12-07 13:42:10 -05:00
|
|
|
template <unsigned MSAA, bool UseFMask>
|
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3055495 on 2016/07/19 by Marc.Olano
Allow Noise material node on mobile
No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions.
#jira UE-33345
Change 3055602 on 2016/07/19 by Luke.Thatcher
Fix crash bug in D3D11 RHI when selecting adapters.
- Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device).
#jira UE-33236
Change 3055890 on 2016/07/19 by Daniel.Wright
Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was
Change 3055891 on 2016/07/19 by Daniel.Wright
Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports
* This will effectively double partial distiance field update costs until clipping of the update regions is implemented
Change 3055892 on 2016/07/19 by Daniel.Wright
Higher poly light source shapes drawn into reflection captures
Change 3055893 on 2016/07/19 by Daniel.Wright
More info to 'Incompatible surface format' GNM assert
Change 3055904 on 2016/07/19 by Daniel.Wright
Reflection environment normalization improvements
* Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely.
* When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene.
* Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data.
* The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness
* Removed unused r.DiffuseFromCaptures
* Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8
Change 3055905 on 2016/07/19 by Daniel.Wright
Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV
Change 3059486 on 2016/07/21 by Nick.Penwarden
Testing #uecritical
Change 3060558 on 2016/07/21 by Daniel.Wright
Fixed skylight with specified cubemap being black
Change 3061999 on 2016/07/22 by Marcus.Wassmer
Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up.
Change 3062241 on 2016/07/22 by Daniel.Wright
Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms
Change 3062244 on 2016/07/22 by Daniel.Wright
Discard old prenormalized reflection environment data on load
Change 3062283 on 2016/07/22 by Daniel.Wright
MSAA support for the forward renderer
* AntiAliasing method is chosen in Rendering project settings, DefaultSettings category
* Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing
* Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA
* The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content
* Added r.MSAACount which defaults to 4
* Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve
* GBuffer targets are no longer allocated when using the forward renderer
* Decal blend modes that write to the GBuffer fall back to SceneColor emissive only
Change 3062666 on 2016/07/23 by Uriel.Doyon
Added legend to streaming accuracy viewmodes
Added a new helper class FRenderTargetTemp to be reused in different canvas rendering.
Exposed the pass through pixel shader so that it can be reused.
#review-3058986 @marcus.wassmer
Change 3063023 on 2016/07/25 by Luke.Thatcher
Fix "RecompileShaders Changed" when using Cook On The Fly.
#jira UE-33573
Change 3063078 on 2016/07/25 by Ben.Woodhouse
Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc
Change 3063315 on 2016/07/25 by Ben.Woodhouse
Fix div 0 in motion blur. This caused artifacts in some fairly common cases
#jira UE-32331
Change 3063897 on 2016/07/25 by Uriel.Doyon
Fixed missing qualifier on interpolants
Change 3064559 on 2016/07/26 by Ben.Woodhouse
Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
Tested fix on xbox, PC and PS4, using QAGame
#jira UE-28592
Change 3064896 on 2016/07/26 by Ben.Woodhouse
Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16)
Change 3064913 on 2016/07/26 by Ben.Marsh
Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings.
Change 3065326 on 2016/07/26 by Uriel.Doyon
Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
#jira UE-32585
Change 3065541 on 2016/07/26 by Daniel.Wright
Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading
Change 3065543 on 2016/07/26 by Daniel.Wright
Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
Change 3065545 on 2016/07/26 by Daniel.Wright
Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale.
Fixed reflection capture feedback with base pass reflections
Change 3066783 on 2016/07/27 by Daniel.Wright
Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot
Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3)
Change 3066794 on 2016/07/27 by Daniel.Wright
Fixed crash rendering planar reflections due to NULL PostProcessSettings
Change 3067412 on 2016/07/27 by Daniel.Wright
Fix for OpenGL4 with uint interpolator
Change 3068470 on 2016/07/28 by Daniel.Wright
Fixed crash rendering translucency with translucent shadows which were determined to be invisible
Change 3069046 on 2016/07/28 by Daniel.Wright
Handle null Family in SetupAntiAliasingMethod
Change 3069059 on 2016/07/28 by Daniel.Wright
Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface)
Change 3069391 on 2016/07/28 by Daniel.Wright
Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright
Change 3070369 on 2016/07/29 by Daniel.Wright
r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing
Change 3070370 on 2016/07/29 by Daniel.Wright
Bumped reflection capture DDC version to get rid of legacy prenormalized data
Change 3070680 on 2016/07/29 by Marcus.Wassmer
Fix slate ensure that is most likely a timing issue exposed by rendering.
#ue-33902
Change 3070811 on 2016/07/29 by Marcus.Wassmer
Fix ProjectLauncher errors when loading old versions
#ue-33939
Change 3070971 on 2016/07/29 by Uriel.Doyon
Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory
Change 3071452 on 2016/07/31 by Uriel.Doyon
Updated the legend description for the (texture streaming) primitive distance accuracy view mode
[CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
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static void ResolveColorWideInternal(
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FRHICommandList& RHICmdList,
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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3244756 on 2017/01/03 by Marcus.Wassmer
Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3248667 on 2017/01/05 by Olaf.Piesche
Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure
#jira UE-40160
Change 3249324 on 2017/01/06 by Marcus.Wassmer
Resave with an actual version to stop cook warning
Change 3249611 on 2017/01/06 by Marcus.Wassmer
Just remove warning-causing niagara data for now.
Change 3308052 on 2017/02/16 by Rolando.Caloca
DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute
Change 3308109 on 2017/02/16 by Rolando.Caloca
DR - Upgrade glslang to 1.0.39.1
Change 3308111 on 2017/02/16 by Rolando.Caloca
DR - Update Vulkan distribution to 1.0.39.1
Change 3308153 on 2017/02/16 by Rolando.Caloca
DR - Updated glslang libs
Change 3308842 on 2017/02/17 by Rolando.Caloca
DR - Fixed copy/paste
Change 3310007 on 2017/02/17 by Chris.Bunner
Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971.
#jira UE-37792
Change 3310154 on 2017/02/17 by Chris.Bunner
Assert when attempting to add a custom material attribute already in the base attributes list.
Change 3310155 on 2017/02/17 by Chris.Bunner
PR #3231: Validate material index before accessing (Contributed by projectgheist)
#jira UE-41774, UE-41788
Change 3310162 on 2017/02/17 by Chris.Bunner
PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist)
#jira UE-41823, UE-41950
Change 3310176 on 2017/02/17 by Chris.Bunner
Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini).
Update to AGS 5.0.5.
Partial code tidy up.
Change 3310187 on 2017/02/17 by Chris.Bunner
Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression.
#jira UE-41594
Change 3310215 on 2017/02/17 by Chris.Bunner
Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available).
More descriptive error for missing Cubemap UV input on TextureSample material node .
#jira UE-33098
Change 3310838 on 2017/02/18 by Joe.Graf
Moved some private functions to public for a licensee
#CodeReview: matt.kuhlenschmidt
#rb: n/a
Change 3311876 on 2017/02/20 by Rolando.Caloca
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
#jira UE-42014
Change 3314139 on 2017/02/21 by Rolando.Caloca
DR - Minor cleanup pass
- Remove FVulkanPendingState
- Renamed some classes for clarity
- Hoist pending UAVs for flush out to pending compute state
Change 3314642 on 2017/02/21 by Rolando.Caloca
DR - Some more renaming
Change 3315431 on 2017/02/21 by Ben.Salem
Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time.
#tests Ran showdown demo several times
Change 3316710 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Fix refract intrinsic
Change 3316718 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Built libs to pick up change from 3316710 - refract fix
Change 3316820 on 2017/02/22 by Benjamin.Hyder
updating Tm-TrigNodes map
Change 3317192 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317528 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317639 on 2017/02/22 by Benjamin.Hyder
Updating Decal on Complex Mesh example in QA-Decals
Change 3317764 on 2017/02/22 by Benjamin.Hyder
Final updates to QA-Decals
Change 3318319 on 2017/02/22 by Rolando.Caloca
DR - minor reorg/rename
Change 3318379 on 2017/02/22 by Rolando.Caloca
DR - more cleanup
Change 3321181 on 2017/02/24 by Rolando.Caloca
DR - Fix GL bug
Change 3321247 on 2017/02/24 by Rolando.Caloca
DR - Fix misc bugs
Change 3321898 on 2017/02/24 by Chris.Bunner
Only issue clear TLV dispatch if required.
#jira UERNDR-193
Change 3321904 on 2017/02/24 by Chris.Bunner
Added comment for potential future optimization.
Change 3322013 on 2017/02/24 by Uriel.Doyon
Fixed separate translucency being affected by Gaussian DOF
#jira UE-40489
Change 3322517 on 2017/02/24 by Uriel.Doyon
Fixed issue with InvestigateTexture command removing budget limit.
Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures.
#jira UE-40485
Change 3323470 on 2017/02/27 by Chad.Garyet
Removing DDC job from dev-rendering
Change 3323479 on 2017/02/27 by Chad.Garyet
Removing RDU agent type
Change 3323519 on 2017/02/27 by Chad.Garyet
removing NCL/LHR/SEA agent types to clean up space
Change 3323639 on 2017/02/27 by Benjamin.Hyder
More updates to QA-Decals
Change 3324207 on 2017/02/27 by Uriel.Doyon
Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias
Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef
Change 3324396 on 2017/02/27 by Uriel.Doyon
Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization
#jira UE-40485
Change 3325227 on 2017/02/28 by Chris.Bunner
Fix-up AMD AGS libs.
Change 3325566 on 2017/02/28 by Uriel.Doyon
Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num
Change 3326009 on 2017/02/28 by Uriel.Doyon
Better fix for 3325566, as the previous fix would ignore the material instance overrides.
Change 3327058 on 2017/03/01 by Benjamin.Hyder
Preparing TM_Shadermodels map for automation
Change 3328222 on 2017/03/01 by Chris.Bunner
Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals.
#jira UE-42449, UE-42446
Change 3329848 on 2017/03/02 by Uriel.Doyon
Added some extra logs to help track UE-42168
Change 3329977 on 2017/03/02 by Rolando.Caloca
DR - Fix bad clear value
Change 3330008 on 2017/03/02 by Benjamin.Hyder
More preparations for QA-Decals automation
Change 3330754 on 2017/03/02 by Daniel.Wright
Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything
Change 3331451 on 2017/03/03 by Marc.Olano
Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal
Change 3331839 on 2017/03/03 by Rolando.Caloca
DR - hlslcc - add missing file to project
Change 3332247 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel
PR #3305
#jira UE-42393
Change 3332259 on 2017/03/03 by Rolando.Caloca
DR - Fix bad index into pixel formats
PR #3237
#jira UE-41855
Change 3332305 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers
PR #3271
#jira UE-32618
Change 3332313 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel (properly)
PR #3305
#jira UE-42393
Change 3332317 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers (properly)
PR #3271
#jira UE-32618
Change 3332368 on 2017/03/03 by Rolando.Caloca
DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan
Change 3333690 on 2017/03/06 by Daniel.Wright
[Copy] Changing movable skylight properties no longer affects static draw lists
Change 3333693 on 2017/03/06 by Daniel.Wright
[Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations
Change 3333705 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting.
* 8 bit uses half memory but introduces error for thin surfaces or large meshes.
Change 3333721 on 2017/03/06 by David.Hill
DecalProxy:
Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component).
Change 3333772 on 2017/03/06 by Daniel.Wright
[Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur.
Change 3333790 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance field generation uses Embree, for a 2.5x speedup
* Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging
Change 3333822 on 2017/03/06 by Daniel.Wright
[Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp
* Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up
Change 3333827 on 2017/03/06 by Daniel.Wright
[Copy] Range compress 8bit distance fields - gets one extra bit of precision on average
Change 3333828 on 2017/03/06 by Daniel.Wright
[Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low
Change 3333831 on 2017/03/06 by Daniel.Wright
Non-editor compile fix
Change 3333836 on 2017/03/06 by Daniel.Wright
[Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb.
Change 3333843 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionExponent to skylight component
* Useful for brightening up indoors without losing contact shadows as MinOcclusion does
Change 3333845 on 2017/03/06 by Daniel.Wright
[Copy] Capsule shadow BP functions
Change 3333850 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionCombineMode to skylight component
Change 3333854 on 2017/03/06 by Daniel.Wright
[Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu
Change 3333857 on 2017/03/06 by Daniel.Wright
[Copy] Clear light attenuation for local lights with a quad covering their screen extents
* Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms.
* Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4
Change 3333860 on 2017/03/06 by Daniel.Wright
[Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory
Change 3333861 on 2017/03/06 by Daniel.Wright
[Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas
Change 3333869 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric Fog using a volume texture mapped to the camera frustum
* Volumetric fog can be enabled on an Exponential Height Fog component with additional controls
* Lights have a VolumetricScatteringIntensity
* New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale
* Lighting features supported:
* Directional light with CSM and a light function
* Point / spot lights without shadows / light functions / IES profiles
* Skylight with occlusion from distance fields
* Analytical height fog covers the view range past where the volumetric fog ends
* Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability
* Translucency integrates properly into volumetric fog
* Height fog StartDistance is not supported by volumetric fog and should be set to 0.
Change 3333894 on 2017/03/06 by Daniel.Wright
[Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering
Change 3333902 on 2017/03/06 by Daniel.Wright
[Copy] Better handling of volumetric fog enabled with distance of 0
Change 3333903 on 2017/03/06 by Daniel.Wright
[Copy] Fixed volumetric fog trying to render light functions for a point light
Change 3333908 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric materials
* Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities.
* Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius
* Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice.
* Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely
Change 3334134 on 2017/03/06 by Daniel.Wright
[Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree.
Change 3334420 on 2017/03/06 by Daniel.Wright
Fixed RTDF shadows
Change 3335467 on 2017/03/07 by Benjamin.Hyder
Initial submission of QA-Decals map to EngineTest
Change 3335556 on 2017/03/07 by Daniel.Wright
Changed mesh distance field default format back to R16f
Change 3338020 on 2017/03/08 by Daniel.Wright
Disable volumetric fog in vertex shaders for feature levels which don't support it
Change 3339394 on 2017/03/09 by Chris.Bunner
Correctly handle material texture translation error edge case.
#jira UE-42579, UE-42670
Change 3339992 on 2017/03/09 by Daniel.Wright
Only compile volumetric fog shaders on supporting platforms
Change 3341858 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
#RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite
Change 3342004 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
Fix unity build
#RB Marcus.Wassmer
Change 3343307 on 2017/03/13 by Marcus.Wassmer
Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc)
Change 3343732 on 2017/03/13 by Rolando.Caloca
DR - Vulkan compute pipeline & refactor
Change 3344846 on 2017/03/14 by Rolando.Caloca
DR - Android compile fixes
Change 3344883 on 2017/03/14 by Rolando.Caloca
DR - Add missing stencil load/store to PSO initializer
Change 3344985 on 2017/03/14 by Rolando.Caloca
DR - Made load/store actions uint8
Change 3345141 on 2017/03/14 by Rolando.Caloca
DR - vk - Rework render pass hash
Change 3345304 on 2017/03/14 by Benjamin.Hyder
Updating TM-Distancefields map to include TemplateFloor mesh
Change 3345387 on 2017/03/14 by Rolando.Caloca
DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating
Change 3345388 on 2017/03/14 by Rolando.Caloca
DR - Do not stall when creating shaders on Vulkan
Change 3345722 on 2017/03/14 by Chris.Bunner
PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC)
#jira UE-42752
Change 3345723 on 2017/03/14 by Chris.Bunner
Reduce log verbosity causing spamming during landscape editing.
#jira UE-42714
Change 3345725 on 2017/03/14 by Chris.Bunner
[Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes.
Change 3345726 on 2017/03/14 by Chris.Bunner
Typo fixes.
Change 3345732 on 2017/03/14 by Rolando.Caloca
DR - Decouple vertex declaration off BSS
Change 3345746 on 2017/03/14 by Chris.Bunner
Added sign() intrinsic material graph node and delisted material function workaround.
Change 3346042 on 2017/03/14 by Chris.Bunner
Implement missing size query interface for FRenderTargetResources.
#jira UE-41672
Change 3346387 on 2017/03/14 by Daniel.Wright
[Copy] Added VolumetricScatteringIntensity to particle lights
Change 3346389 on 2017/03/14 by Daniel.Wright
[Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs
Disable volumetric fog when the fog show flag is disabled
Change 3346392 on 2017/03/14 by Daniel.Wright
[Copy] Fixed skylight being much too bright on volumetric fog
Change 3346406 on 2017/03/14 by Daniel.Wright
[Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution.
* Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite
Change 3346412 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb
Change 3346414 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb
Change 3346415 on 2017/03/14 by Daniel.Wright
[Copy] Missing file from cl 3338451
Change 3346421 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled
* Volumetric fog converts NaNs to black now so they don't spread
Change 3346422 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaN in volumetric fog with low density values
Change 3346423 on 2017/03/14 by Daniel.Wright
[Copy] Changed default VolumetricFogScatteringDistribution to .2
Change 3346430 on 2017/03/14 by Daniel.Wright
[Copy] New translucent material option to compute fog per pixel instead of the default per vertex
Change 3346432 on 2017/03/14 by Daniel.Wright
[Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass
Fixed lifetimes of temporary Volumetric Fog render targets
Change 3346526 on 2017/03/14 by Daniel.Wright
[Copy] Volumetric Fog supports point and spot light shadows
* These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map)
* Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0'
* Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing
Change 3347053 on 2017/03/15 by Rolando.Caloca
DR - android compile fix
Change 3347384 on 2017/03/15 by Rolando.Caloca
DR - Fix merge issue
Change 3347643 on 2017/03/15 by Marcus.Wassmer
Fix some bugs with the 'disable stationary skylight ffor the project' feature.
Fixes lighting in Persona on Paragon.
Change 3347979 on 2017/03/15 by Rolando.Caloca
DR - Allow to automatically apply cached rendertargets to PSO initializer
Change 3348024 on 2017/03/15 by Rolando.Caloca
DR - Remove NullPS on Vulkan to avoid deadlock
Change 3348303 on 2017/03/15 by Rolando.Caloca
DR - Fix for debugging SCW with material SRT
Change 3348357 on 2017/03/15 by Marcus.Wassmer
Fix stencildither and a stencilref bug that was probably breaking decals sometimes.
Change 3348549 on 2017/03/15 by Marcus.Wassmer
Hopefully fix static analysis for potential nullptr access.
Change 3348614 on 2017/03/15 by Marcus.Wassmer
Duplicate some switch changes to fix crash on launch.
Change 3349369 on 2017/03/16 by Gil.Gribb
Fixed botched merge
Change 3349947 on 2017/03/16 by Rolando.Caloca
DR - Fix for mismatched primitive type
Change 3349956 on 2017/03/16 by Benjamin.Hyder
initial updates to TM-DistanceFields map
Change 3350151 on 2017/03/16 by Rolando.Caloca
DR - Fix UT compile issue
Change 3350155 on 2017/03/16 by Rolando.Caloca
DR - Catch mismatched primitive type on PSOs on D3D11
Change 3350192 on 2017/03/16 by Daniel.Wright
Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor
Change 3350736 on 2017/03/16 by Daniel.Wright
Fixed formatting from merge
Change 3350881 on 2017/03/16 by Rolando.Caloca
DR - Fix texture arrays as UAVs on Metal
Change 3350927 on 2017/03/16 by Rolando.Caloca
DR - Fix warning
Change 3350935 on 2017/03/16 by Daniel.Wright
Fix for materials with non-Surface domains being skipped in mesh passes
Change 3351583 on 2017/03/17 by Marcus.Wassmer
Fix clang platforms
Change 3351917 on 2017/03/17 by Marcus.Wassmer
Fix linux compile
Change 3351973 on 2017/03/17 by Marcus.Wassmer
Fix mismatched rendertargetformat
Change 3352038 on 2017/03/17 by Daniel.Wright
Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing
Change 3352110 on 2017/03/17 by Marcus.Wassmer
Fix missing RT PSO apply
Change 3352695 on 2017/03/17 by Arne.Schober
DR - Remove PSO Rendertarget check in DX12 Resolve with Shader.
#RB Rolando.Caloca
Change 3352960 on 2017/03/17 by Arne.Schober
DR - Fix some things that slipped trough the PSO merge
#RB none
Change 3353150 on 2017/03/18 by Rolando.Caloca
DR - compile fix
Change 3353205 on 2017/03/18 by Arne.Schober
DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode
#RB none
Change 3353207 on 2017/03/18 by Arne.Schober
DR - Fix Confusion
#RB none
Change 3355183 on 2017/03/20 by Nick.Bullard
Fixed up Content orginzation for Decals automation tests in EngineTest
Change 3355627 on 2017/03/20 by Arne.Schober
DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed.
Change 3356342 on 2017/03/21 by Marcus.Wassmer
Fix clang errors
Change 3356591 on 2017/03/21 by Arne.Schober
DR - Fix ensure message
#RB none
Change 3356873 on 2017/03/21 by Arne.Schober
DR - Fix comparission of undefined values in RendertargetApply Check
Change 3357261 on 2017/03/21 by Marcus.Wassmer
Fix LinuxEditor compile
Change 3357294 on 2017/03/21 by Marcus.Wassmer
Add missing SSE functions
Change 3357351 on 2017/03/21 by Frank.Fella
Fix win32 and linux compiler errors
Change 3357370 on 2017/03/21 by Arne.Schober
DR - disable ensure in test builds
#RB Marcus.Wassmer
[CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
|
|
|
FGraphicsPipelineStateInitializer& GraphicsPSOInit,
|
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3055495 on 2016/07/19 by Marc.Olano
Allow Noise material node on mobile
No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions.
#jira UE-33345
Change 3055602 on 2016/07/19 by Luke.Thatcher
Fix crash bug in D3D11 RHI when selecting adapters.
- Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device).
#jira UE-33236
Change 3055890 on 2016/07/19 by Daniel.Wright
Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was
Change 3055891 on 2016/07/19 by Daniel.Wright
Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports
* This will effectively double partial distiance field update costs until clipping of the update regions is implemented
Change 3055892 on 2016/07/19 by Daniel.Wright
Higher poly light source shapes drawn into reflection captures
Change 3055893 on 2016/07/19 by Daniel.Wright
More info to 'Incompatible surface format' GNM assert
Change 3055904 on 2016/07/19 by Daniel.Wright
Reflection environment normalization improvements
* Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely.
* When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene.
* Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data.
* The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness
* Removed unused r.DiffuseFromCaptures
* Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8
Change 3055905 on 2016/07/19 by Daniel.Wright
Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV
Change 3059486 on 2016/07/21 by Nick.Penwarden
Testing #uecritical
Change 3060558 on 2016/07/21 by Daniel.Wright
Fixed skylight with specified cubemap being black
Change 3061999 on 2016/07/22 by Marcus.Wassmer
Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up.
Change 3062241 on 2016/07/22 by Daniel.Wright
Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms
Change 3062244 on 2016/07/22 by Daniel.Wright
Discard old prenormalized reflection environment data on load
Change 3062283 on 2016/07/22 by Daniel.Wright
MSAA support for the forward renderer
* AntiAliasing method is chosen in Rendering project settings, DefaultSettings category
* Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing
* Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA
* The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content
* Added r.MSAACount which defaults to 4
* Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve
* GBuffer targets are no longer allocated when using the forward renderer
* Decal blend modes that write to the GBuffer fall back to SceneColor emissive only
Change 3062666 on 2016/07/23 by Uriel.Doyon
Added legend to streaming accuracy viewmodes
Added a new helper class FRenderTargetTemp to be reused in different canvas rendering.
Exposed the pass through pixel shader so that it can be reused.
#review-3058986 @marcus.wassmer
Change 3063023 on 2016/07/25 by Luke.Thatcher
Fix "RecompileShaders Changed" when using Cook On The Fly.
#jira UE-33573
Change 3063078 on 2016/07/25 by Ben.Woodhouse
Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc
Change 3063315 on 2016/07/25 by Ben.Woodhouse
Fix div 0 in motion blur. This caused artifacts in some fairly common cases
#jira UE-32331
Change 3063897 on 2016/07/25 by Uriel.Doyon
Fixed missing qualifier on interpolants
Change 3064559 on 2016/07/26 by Ben.Woodhouse
Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
Tested fix on xbox, PC and PS4, using QAGame
#jira UE-28592
Change 3064896 on 2016/07/26 by Ben.Woodhouse
Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16)
Change 3064913 on 2016/07/26 by Ben.Marsh
Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings.
Change 3065326 on 2016/07/26 by Uriel.Doyon
Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
#jira UE-32585
Change 3065541 on 2016/07/26 by Daniel.Wright
Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading
Change 3065543 on 2016/07/26 by Daniel.Wright
Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
Change 3065545 on 2016/07/26 by Daniel.Wright
Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale.
Fixed reflection capture feedback with base pass reflections
Change 3066783 on 2016/07/27 by Daniel.Wright
Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot
Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3)
Change 3066794 on 2016/07/27 by Daniel.Wright
Fixed crash rendering planar reflections due to NULL PostProcessSettings
Change 3067412 on 2016/07/27 by Daniel.Wright
Fix for OpenGL4 with uint interpolator
Change 3068470 on 2016/07/28 by Daniel.Wright
Fixed crash rendering translucency with translucent shadows which were determined to be invisible
Change 3069046 on 2016/07/28 by Daniel.Wright
Handle null Family in SetupAntiAliasingMethod
Change 3069059 on 2016/07/28 by Daniel.Wright
Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface)
Change 3069391 on 2016/07/28 by Daniel.Wright
Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright
Change 3070369 on 2016/07/29 by Daniel.Wright
r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing
Change 3070370 on 2016/07/29 by Daniel.Wright
Bumped reflection capture DDC version to get rid of legacy prenormalized data
Change 3070680 on 2016/07/29 by Marcus.Wassmer
Fix slate ensure that is most likely a timing issue exposed by rendering.
#ue-33902
Change 3070811 on 2016/07/29 by Marcus.Wassmer
Fix ProjectLauncher errors when loading old versions
#ue-33939
Change 3070971 on 2016/07/29 by Uriel.Doyon
Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory
Change 3071452 on 2016/07/31 by Uriel.Doyon
Updated the legend description for the (texture streaming) primitive distance accuracy view mode
[CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
|
|
|
const ERHIFeatureLevel::Type CurrentFeatureLevel,
|
|
|
|
|
const FTextureRHIRef& SrcTexture,
|
2019-10-11 15:33:31 -04:00
|
|
|
FRHIShaderResourceView* FmaskSRV,
|
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3055495 on 2016/07/19 by Marc.Olano
Allow Noise material node on mobile
No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions.
#jira UE-33345
Change 3055602 on 2016/07/19 by Luke.Thatcher
Fix crash bug in D3D11 RHI when selecting adapters.
- Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device).
#jira UE-33236
Change 3055890 on 2016/07/19 by Daniel.Wright
Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was
Change 3055891 on 2016/07/19 by Daniel.Wright
Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports
* This will effectively double partial distiance field update costs until clipping of the update regions is implemented
Change 3055892 on 2016/07/19 by Daniel.Wright
Higher poly light source shapes drawn into reflection captures
Change 3055893 on 2016/07/19 by Daniel.Wright
More info to 'Incompatible surface format' GNM assert
Change 3055904 on 2016/07/19 by Daniel.Wright
Reflection environment normalization improvements
* Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely.
* When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene.
* Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data.
* The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness
* Removed unused r.DiffuseFromCaptures
* Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8
Change 3055905 on 2016/07/19 by Daniel.Wright
Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV
Change 3059486 on 2016/07/21 by Nick.Penwarden
Testing #uecritical
Change 3060558 on 2016/07/21 by Daniel.Wright
Fixed skylight with specified cubemap being black
Change 3061999 on 2016/07/22 by Marcus.Wassmer
Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up.
Change 3062241 on 2016/07/22 by Daniel.Wright
Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms
Change 3062244 on 2016/07/22 by Daniel.Wright
Discard old prenormalized reflection environment data on load
Change 3062283 on 2016/07/22 by Daniel.Wright
MSAA support for the forward renderer
* AntiAliasing method is chosen in Rendering project settings, DefaultSettings category
* Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing
* Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA
* The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content
* Added r.MSAACount which defaults to 4
* Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve
* GBuffer targets are no longer allocated when using the forward renderer
* Decal blend modes that write to the GBuffer fall back to SceneColor emissive only
Change 3062666 on 2016/07/23 by Uriel.Doyon
Added legend to streaming accuracy viewmodes
Added a new helper class FRenderTargetTemp to be reused in different canvas rendering.
Exposed the pass through pixel shader so that it can be reused.
#review-3058986 @marcus.wassmer
Change 3063023 on 2016/07/25 by Luke.Thatcher
Fix "RecompileShaders Changed" when using Cook On The Fly.
#jira UE-33573
Change 3063078 on 2016/07/25 by Ben.Woodhouse
Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc
Change 3063315 on 2016/07/25 by Ben.Woodhouse
Fix div 0 in motion blur. This caused artifacts in some fairly common cases
#jira UE-32331
Change 3063897 on 2016/07/25 by Uriel.Doyon
Fixed missing qualifier on interpolants
Change 3064559 on 2016/07/26 by Ben.Woodhouse
Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
Tested fix on xbox, PC and PS4, using QAGame
#jira UE-28592
Change 3064896 on 2016/07/26 by Ben.Woodhouse
Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16)
Change 3064913 on 2016/07/26 by Ben.Marsh
Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings.
Change 3065326 on 2016/07/26 by Uriel.Doyon
Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
#jira UE-32585
Change 3065541 on 2016/07/26 by Daniel.Wright
Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading
Change 3065543 on 2016/07/26 by Daniel.Wright
Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
Change 3065545 on 2016/07/26 by Daniel.Wright
Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale.
Fixed reflection capture feedback with base pass reflections
Change 3066783 on 2016/07/27 by Daniel.Wright
Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot
Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3)
Change 3066794 on 2016/07/27 by Daniel.Wright
Fixed crash rendering planar reflections due to NULL PostProcessSettings
Change 3067412 on 2016/07/27 by Daniel.Wright
Fix for OpenGL4 with uint interpolator
Change 3068470 on 2016/07/28 by Daniel.Wright
Fixed crash rendering translucency with translucent shadows which were determined to be invisible
Change 3069046 on 2016/07/28 by Daniel.Wright
Handle null Family in SetupAntiAliasingMethod
Change 3069059 on 2016/07/28 by Daniel.Wright
Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface)
Change 3069391 on 2016/07/28 by Daniel.Wright
Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright
Change 3070369 on 2016/07/29 by Daniel.Wright
r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing
Change 3070370 on 2016/07/29 by Daniel.Wright
Bumped reflection capture DDC version to get rid of legacy prenormalized data
Change 3070680 on 2016/07/29 by Marcus.Wassmer
Fix slate ensure that is most likely a timing issue exposed by rendering.
#ue-33902
Change 3070811 on 2016/07/29 by Marcus.Wassmer
Fix ProjectLauncher errors when loading old versions
#ue-33939
Change 3070971 on 2016/07/29 by Uriel.Doyon
Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory
Change 3071452 on 2016/07/31 by Uriel.Doyon
Updated the legend description for the (texture streaming) primitive distance accuracy view mode
[CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
|
|
|
const FIntPoint& SrcOrigin,
|
2019-10-11 15:33:31 -04:00
|
|
|
int32 WideFilterWidth,
|
2021-01-20 06:49:41 -04:00
|
|
|
FRHIBuffer* DummyVB)
|
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3055495 on 2016/07/19 by Marc.Olano
Allow Noise material node on mobile
No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions.
#jira UE-33345
Change 3055602 on 2016/07/19 by Luke.Thatcher
Fix crash bug in D3D11 RHI when selecting adapters.
- Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device).
#jira UE-33236
Change 3055890 on 2016/07/19 by Daniel.Wright
Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was
Change 3055891 on 2016/07/19 by Daniel.Wright
Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports
* This will effectively double partial distiance field update costs until clipping of the update regions is implemented
Change 3055892 on 2016/07/19 by Daniel.Wright
Higher poly light source shapes drawn into reflection captures
Change 3055893 on 2016/07/19 by Daniel.Wright
More info to 'Incompatible surface format' GNM assert
Change 3055904 on 2016/07/19 by Daniel.Wright
Reflection environment normalization improvements
* Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely.
* When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene.
* Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data.
* The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness
* Removed unused r.DiffuseFromCaptures
* Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8
Change 3055905 on 2016/07/19 by Daniel.Wright
Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV
Change 3059486 on 2016/07/21 by Nick.Penwarden
Testing #uecritical
Change 3060558 on 2016/07/21 by Daniel.Wright
Fixed skylight with specified cubemap being black
Change 3061999 on 2016/07/22 by Marcus.Wassmer
Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up.
Change 3062241 on 2016/07/22 by Daniel.Wright
Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms
Change 3062244 on 2016/07/22 by Daniel.Wright
Discard old prenormalized reflection environment data on load
Change 3062283 on 2016/07/22 by Daniel.Wright
MSAA support for the forward renderer
* AntiAliasing method is chosen in Rendering project settings, DefaultSettings category
* Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing
* Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA
* The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content
* Added r.MSAACount which defaults to 4
* Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve
* GBuffer targets are no longer allocated when using the forward renderer
* Decal blend modes that write to the GBuffer fall back to SceneColor emissive only
Change 3062666 on 2016/07/23 by Uriel.Doyon
Added legend to streaming accuracy viewmodes
Added a new helper class FRenderTargetTemp to be reused in different canvas rendering.
Exposed the pass through pixel shader so that it can be reused.
#review-3058986 @marcus.wassmer
Change 3063023 on 2016/07/25 by Luke.Thatcher
Fix "RecompileShaders Changed" when using Cook On The Fly.
#jira UE-33573
Change 3063078 on 2016/07/25 by Ben.Woodhouse
Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc
Change 3063315 on 2016/07/25 by Ben.Woodhouse
Fix div 0 in motion blur. This caused artifacts in some fairly common cases
#jira UE-32331
Change 3063897 on 2016/07/25 by Uriel.Doyon
Fixed missing qualifier on interpolants
Change 3064559 on 2016/07/26 by Ben.Woodhouse
Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
Tested fix on xbox, PC and PS4, using QAGame
#jira UE-28592
Change 3064896 on 2016/07/26 by Ben.Woodhouse
Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16)
Change 3064913 on 2016/07/26 by Ben.Marsh
Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings.
Change 3065326 on 2016/07/26 by Uriel.Doyon
Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
#jira UE-32585
Change 3065541 on 2016/07/26 by Daniel.Wright
Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading
Change 3065543 on 2016/07/26 by Daniel.Wright
Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
Change 3065545 on 2016/07/26 by Daniel.Wright
Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale.
Fixed reflection capture feedback with base pass reflections
Change 3066783 on 2016/07/27 by Daniel.Wright
Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot
Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3)
Change 3066794 on 2016/07/27 by Daniel.Wright
Fixed crash rendering planar reflections due to NULL PostProcessSettings
Change 3067412 on 2016/07/27 by Daniel.Wright
Fix for OpenGL4 with uint interpolator
Change 3068470 on 2016/07/28 by Daniel.Wright
Fixed crash rendering translucency with translucent shadows which were determined to be invisible
Change 3069046 on 2016/07/28 by Daniel.Wright
Handle null Family in SetupAntiAliasingMethod
Change 3069059 on 2016/07/28 by Daniel.Wright
Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface)
Change 3069391 on 2016/07/28 by Daniel.Wright
Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright
Change 3070369 on 2016/07/29 by Daniel.Wright
r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing
Change 3070370 on 2016/07/29 by Daniel.Wright
Bumped reflection capture DDC version to get rid of legacy prenormalized data
Change 3070680 on 2016/07/29 by Marcus.Wassmer
Fix slate ensure that is most likely a timing issue exposed by rendering.
#ue-33902
Change 3070811 on 2016/07/29 by Marcus.Wassmer
Fix ProjectLauncher errors when loading old versions
#ue-33939
Change 3070971 on 2016/07/29 by Uriel.Doyon
Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory
Change 3071452 on 2016/07/31 by Uriel.Doyon
Updated the legend description for the (texture streaming) primitive distance accuracy view mode
[CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
|
|
|
{
|
|
|
|
|
switch (WideFilterWidth)
|
|
|
|
|
{
|
2019-10-11 15:33:31 -04:00
|
|
|
case 0: ResolveColorWideInternal2<0, MSAA, UseFMask>(RHICmdList, GraphicsPSOInit, CurrentFeatureLevel, SrcTexture, FmaskSRV, SrcOrigin, DummyVB); break;
|
|
|
|
|
case 1: ResolveColorWideInternal2<1, MSAA, UseFMask>(RHICmdList, GraphicsPSOInit, CurrentFeatureLevel, SrcTexture, FmaskSRV, SrcOrigin, DummyVB); break;
|
|
|
|
|
case 2: ResolveColorWideInternal2<2, MSAA, UseFMask>(RHICmdList, GraphicsPSOInit, CurrentFeatureLevel, SrcTexture, FmaskSRV, SrcOrigin, DummyVB); break;
|
|
|
|
|
case 3: ResolveColorWideInternal2<3, MSAA, UseFMask>(RHICmdList, GraphicsPSOInit, CurrentFeatureLevel, SrcTexture, FmaskSRV, SrcOrigin, DummyVB); break;
|
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3055495 on 2016/07/19 by Marc.Olano
Allow Noise material node on mobile
No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions.
#jira UE-33345
Change 3055602 on 2016/07/19 by Luke.Thatcher
Fix crash bug in D3D11 RHI when selecting adapters.
- Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device).
#jira UE-33236
Change 3055890 on 2016/07/19 by Daniel.Wright
Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was
Change 3055891 on 2016/07/19 by Daniel.Wright
Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports
* This will effectively double partial distiance field update costs until clipping of the update regions is implemented
Change 3055892 on 2016/07/19 by Daniel.Wright
Higher poly light source shapes drawn into reflection captures
Change 3055893 on 2016/07/19 by Daniel.Wright
More info to 'Incompatible surface format' GNM assert
Change 3055904 on 2016/07/19 by Daniel.Wright
Reflection environment normalization improvements
* Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely.
* When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene.
* Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data.
* The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness
* Removed unused r.DiffuseFromCaptures
* Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8
Change 3055905 on 2016/07/19 by Daniel.Wright
Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV
Change 3059486 on 2016/07/21 by Nick.Penwarden
Testing #uecritical
Change 3060558 on 2016/07/21 by Daniel.Wright
Fixed skylight with specified cubemap being black
Change 3061999 on 2016/07/22 by Marcus.Wassmer
Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up.
Change 3062241 on 2016/07/22 by Daniel.Wright
Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms
Change 3062244 on 2016/07/22 by Daniel.Wright
Discard old prenormalized reflection environment data on load
Change 3062283 on 2016/07/22 by Daniel.Wright
MSAA support for the forward renderer
* AntiAliasing method is chosen in Rendering project settings, DefaultSettings category
* Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing
* Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA
* The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content
* Added r.MSAACount which defaults to 4
* Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve
* GBuffer targets are no longer allocated when using the forward renderer
* Decal blend modes that write to the GBuffer fall back to SceneColor emissive only
Change 3062666 on 2016/07/23 by Uriel.Doyon
Added legend to streaming accuracy viewmodes
Added a new helper class FRenderTargetTemp to be reused in different canvas rendering.
Exposed the pass through pixel shader so that it can be reused.
#review-3058986 @marcus.wassmer
Change 3063023 on 2016/07/25 by Luke.Thatcher
Fix "RecompileShaders Changed" when using Cook On The Fly.
#jira UE-33573
Change 3063078 on 2016/07/25 by Ben.Woodhouse
Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc
Change 3063315 on 2016/07/25 by Ben.Woodhouse
Fix div 0 in motion blur. This caused artifacts in some fairly common cases
#jira UE-32331
Change 3063897 on 2016/07/25 by Uriel.Doyon
Fixed missing qualifier on interpolants
Change 3064559 on 2016/07/26 by Ben.Woodhouse
Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
Tested fix on xbox, PC and PS4, using QAGame
#jira UE-28592
Change 3064896 on 2016/07/26 by Ben.Woodhouse
Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16)
Change 3064913 on 2016/07/26 by Ben.Marsh
Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings.
Change 3065326 on 2016/07/26 by Uriel.Doyon
Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
#jira UE-32585
Change 3065541 on 2016/07/26 by Daniel.Wright
Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading
Change 3065543 on 2016/07/26 by Daniel.Wright
Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
Change 3065545 on 2016/07/26 by Daniel.Wright
Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale.
Fixed reflection capture feedback with base pass reflections
Change 3066783 on 2016/07/27 by Daniel.Wright
Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot
Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3)
Change 3066794 on 2016/07/27 by Daniel.Wright
Fixed crash rendering planar reflections due to NULL PostProcessSettings
Change 3067412 on 2016/07/27 by Daniel.Wright
Fix for OpenGL4 with uint interpolator
Change 3068470 on 2016/07/28 by Daniel.Wright
Fixed crash rendering translucency with translucent shadows which were determined to be invisible
Change 3069046 on 2016/07/28 by Daniel.Wright
Handle null Family in SetupAntiAliasingMethod
Change 3069059 on 2016/07/28 by Daniel.Wright
Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface)
Change 3069391 on 2016/07/28 by Daniel.Wright
Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright
Change 3070369 on 2016/07/29 by Daniel.Wright
r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing
Change 3070370 on 2016/07/29 by Daniel.Wright
Bumped reflection capture DDC version to get rid of legacy prenormalized data
Change 3070680 on 2016/07/29 by Marcus.Wassmer
Fix slate ensure that is most likely a timing issue exposed by rendering.
#ue-33902
Change 3070811 on 2016/07/29 by Marcus.Wassmer
Fix ProjectLauncher errors when loading old versions
#ue-33939
Change 3070971 on 2016/07/29 by Uriel.Doyon
Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory
Change 3071452 on 2016/07/31 by Uriel.Doyon
Updated the legend description for the (texture streaming) primitive distance accuracy view mode
[CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
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void ResolveFilterWide(
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FRHICommandList& RHICmdList,
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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3244756 on 2017/01/03 by Marcus.Wassmer
Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3248667 on 2017/01/05 by Olaf.Piesche
Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure
#jira UE-40160
Change 3249324 on 2017/01/06 by Marcus.Wassmer
Resave with an actual version to stop cook warning
Change 3249611 on 2017/01/06 by Marcus.Wassmer
Just remove warning-causing niagara data for now.
Change 3308052 on 2017/02/16 by Rolando.Caloca
DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute
Change 3308109 on 2017/02/16 by Rolando.Caloca
DR - Upgrade glslang to 1.0.39.1
Change 3308111 on 2017/02/16 by Rolando.Caloca
DR - Update Vulkan distribution to 1.0.39.1
Change 3308153 on 2017/02/16 by Rolando.Caloca
DR - Updated glslang libs
Change 3308842 on 2017/02/17 by Rolando.Caloca
DR - Fixed copy/paste
Change 3310007 on 2017/02/17 by Chris.Bunner
Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971.
#jira UE-37792
Change 3310154 on 2017/02/17 by Chris.Bunner
Assert when attempting to add a custom material attribute already in the base attributes list.
Change 3310155 on 2017/02/17 by Chris.Bunner
PR #3231: Validate material index before accessing (Contributed by projectgheist)
#jira UE-41774, UE-41788
Change 3310162 on 2017/02/17 by Chris.Bunner
PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist)
#jira UE-41823, UE-41950
Change 3310176 on 2017/02/17 by Chris.Bunner
Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini).
Update to AGS 5.0.5.
Partial code tidy up.
Change 3310187 on 2017/02/17 by Chris.Bunner
Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression.
#jira UE-41594
Change 3310215 on 2017/02/17 by Chris.Bunner
Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available).
More descriptive error for missing Cubemap UV input on TextureSample material node .
#jira UE-33098
Change 3310838 on 2017/02/18 by Joe.Graf
Moved some private functions to public for a licensee
#CodeReview: matt.kuhlenschmidt
#rb: n/a
Change 3311876 on 2017/02/20 by Rolando.Caloca
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
#jira UE-42014
Change 3314139 on 2017/02/21 by Rolando.Caloca
DR - Minor cleanup pass
- Remove FVulkanPendingState
- Renamed some classes for clarity
- Hoist pending UAVs for flush out to pending compute state
Change 3314642 on 2017/02/21 by Rolando.Caloca
DR - Some more renaming
Change 3315431 on 2017/02/21 by Ben.Salem
Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time.
#tests Ran showdown demo several times
Change 3316710 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Fix refract intrinsic
Change 3316718 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Built libs to pick up change from 3316710 - refract fix
Change 3316820 on 2017/02/22 by Benjamin.Hyder
updating Tm-TrigNodes map
Change 3317192 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317528 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317639 on 2017/02/22 by Benjamin.Hyder
Updating Decal on Complex Mesh example in QA-Decals
Change 3317764 on 2017/02/22 by Benjamin.Hyder
Final updates to QA-Decals
Change 3318319 on 2017/02/22 by Rolando.Caloca
DR - minor reorg/rename
Change 3318379 on 2017/02/22 by Rolando.Caloca
DR - more cleanup
Change 3321181 on 2017/02/24 by Rolando.Caloca
DR - Fix GL bug
Change 3321247 on 2017/02/24 by Rolando.Caloca
DR - Fix misc bugs
Change 3321898 on 2017/02/24 by Chris.Bunner
Only issue clear TLV dispatch if required.
#jira UERNDR-193
Change 3321904 on 2017/02/24 by Chris.Bunner
Added comment for potential future optimization.
Change 3322013 on 2017/02/24 by Uriel.Doyon
Fixed separate translucency being affected by Gaussian DOF
#jira UE-40489
Change 3322517 on 2017/02/24 by Uriel.Doyon
Fixed issue with InvestigateTexture command removing budget limit.
Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures.
#jira UE-40485
Change 3323470 on 2017/02/27 by Chad.Garyet
Removing DDC job from dev-rendering
Change 3323479 on 2017/02/27 by Chad.Garyet
Removing RDU agent type
Change 3323519 on 2017/02/27 by Chad.Garyet
removing NCL/LHR/SEA agent types to clean up space
Change 3323639 on 2017/02/27 by Benjamin.Hyder
More updates to QA-Decals
Change 3324207 on 2017/02/27 by Uriel.Doyon
Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias
Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef
Change 3324396 on 2017/02/27 by Uriel.Doyon
Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization
#jira UE-40485
Change 3325227 on 2017/02/28 by Chris.Bunner
Fix-up AMD AGS libs.
Change 3325566 on 2017/02/28 by Uriel.Doyon
Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num
Change 3326009 on 2017/02/28 by Uriel.Doyon
Better fix for 3325566, as the previous fix would ignore the material instance overrides.
Change 3327058 on 2017/03/01 by Benjamin.Hyder
Preparing TM_Shadermodels map for automation
Change 3328222 on 2017/03/01 by Chris.Bunner
Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals.
#jira UE-42449, UE-42446
Change 3329848 on 2017/03/02 by Uriel.Doyon
Added some extra logs to help track UE-42168
Change 3329977 on 2017/03/02 by Rolando.Caloca
DR - Fix bad clear value
Change 3330008 on 2017/03/02 by Benjamin.Hyder
More preparations for QA-Decals automation
Change 3330754 on 2017/03/02 by Daniel.Wright
Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything
Change 3331451 on 2017/03/03 by Marc.Olano
Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal
Change 3331839 on 2017/03/03 by Rolando.Caloca
DR - hlslcc - add missing file to project
Change 3332247 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel
PR #3305
#jira UE-42393
Change 3332259 on 2017/03/03 by Rolando.Caloca
DR - Fix bad index into pixel formats
PR #3237
#jira UE-41855
Change 3332305 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers
PR #3271
#jira UE-32618
Change 3332313 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel (properly)
PR #3305
#jira UE-42393
Change 3332317 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers (properly)
PR #3271
#jira UE-32618
Change 3332368 on 2017/03/03 by Rolando.Caloca
DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan
Change 3333690 on 2017/03/06 by Daniel.Wright
[Copy] Changing movable skylight properties no longer affects static draw lists
Change 3333693 on 2017/03/06 by Daniel.Wright
[Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations
Change 3333705 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting.
* 8 bit uses half memory but introduces error for thin surfaces or large meshes.
Change 3333721 on 2017/03/06 by David.Hill
DecalProxy:
Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component).
Change 3333772 on 2017/03/06 by Daniel.Wright
[Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur.
Change 3333790 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance field generation uses Embree, for a 2.5x speedup
* Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging
Change 3333822 on 2017/03/06 by Daniel.Wright
[Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp
* Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up
Change 3333827 on 2017/03/06 by Daniel.Wright
[Copy] Range compress 8bit distance fields - gets one extra bit of precision on average
Change 3333828 on 2017/03/06 by Daniel.Wright
[Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low
Change 3333831 on 2017/03/06 by Daniel.Wright
Non-editor compile fix
Change 3333836 on 2017/03/06 by Daniel.Wright
[Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb.
Change 3333843 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionExponent to skylight component
* Useful for brightening up indoors without losing contact shadows as MinOcclusion does
Change 3333845 on 2017/03/06 by Daniel.Wright
[Copy] Capsule shadow BP functions
Change 3333850 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionCombineMode to skylight component
Change 3333854 on 2017/03/06 by Daniel.Wright
[Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu
Change 3333857 on 2017/03/06 by Daniel.Wright
[Copy] Clear light attenuation for local lights with a quad covering their screen extents
* Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms.
* Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4
Change 3333860 on 2017/03/06 by Daniel.Wright
[Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory
Change 3333861 on 2017/03/06 by Daniel.Wright
[Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas
Change 3333869 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric Fog using a volume texture mapped to the camera frustum
* Volumetric fog can be enabled on an Exponential Height Fog component with additional controls
* Lights have a VolumetricScatteringIntensity
* New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale
* Lighting features supported:
* Directional light with CSM and a light function
* Point / spot lights without shadows / light functions / IES profiles
* Skylight with occlusion from distance fields
* Analytical height fog covers the view range past where the volumetric fog ends
* Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability
* Translucency integrates properly into volumetric fog
* Height fog StartDistance is not supported by volumetric fog and should be set to 0.
Change 3333894 on 2017/03/06 by Daniel.Wright
[Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering
Change 3333902 on 2017/03/06 by Daniel.Wright
[Copy] Better handling of volumetric fog enabled with distance of 0
Change 3333903 on 2017/03/06 by Daniel.Wright
[Copy] Fixed volumetric fog trying to render light functions for a point light
Change 3333908 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric materials
* Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities.
* Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius
* Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice.
* Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely
Change 3334134 on 2017/03/06 by Daniel.Wright
[Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree.
Change 3334420 on 2017/03/06 by Daniel.Wright
Fixed RTDF shadows
Change 3335467 on 2017/03/07 by Benjamin.Hyder
Initial submission of QA-Decals map to EngineTest
Change 3335556 on 2017/03/07 by Daniel.Wright
Changed mesh distance field default format back to R16f
Change 3338020 on 2017/03/08 by Daniel.Wright
Disable volumetric fog in vertex shaders for feature levels which don't support it
Change 3339394 on 2017/03/09 by Chris.Bunner
Correctly handle material texture translation error edge case.
#jira UE-42579, UE-42670
Change 3339992 on 2017/03/09 by Daniel.Wright
Only compile volumetric fog shaders on supporting platforms
Change 3341858 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
#RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite
Change 3342004 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
Fix unity build
#RB Marcus.Wassmer
Change 3343307 on 2017/03/13 by Marcus.Wassmer
Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc)
Change 3343732 on 2017/03/13 by Rolando.Caloca
DR - Vulkan compute pipeline & refactor
Change 3344846 on 2017/03/14 by Rolando.Caloca
DR - Android compile fixes
Change 3344883 on 2017/03/14 by Rolando.Caloca
DR - Add missing stencil load/store to PSO initializer
Change 3344985 on 2017/03/14 by Rolando.Caloca
DR - Made load/store actions uint8
Change 3345141 on 2017/03/14 by Rolando.Caloca
DR - vk - Rework render pass hash
Change 3345304 on 2017/03/14 by Benjamin.Hyder
Updating TM-Distancefields map to include TemplateFloor mesh
Change 3345387 on 2017/03/14 by Rolando.Caloca
DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating
Change 3345388 on 2017/03/14 by Rolando.Caloca
DR - Do not stall when creating shaders on Vulkan
Change 3345722 on 2017/03/14 by Chris.Bunner
PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC)
#jira UE-42752
Change 3345723 on 2017/03/14 by Chris.Bunner
Reduce log verbosity causing spamming during landscape editing.
#jira UE-42714
Change 3345725 on 2017/03/14 by Chris.Bunner
[Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes.
Change 3345726 on 2017/03/14 by Chris.Bunner
Typo fixes.
Change 3345732 on 2017/03/14 by Rolando.Caloca
DR - Decouple vertex declaration off BSS
Change 3345746 on 2017/03/14 by Chris.Bunner
Added sign() intrinsic material graph node and delisted material function workaround.
Change 3346042 on 2017/03/14 by Chris.Bunner
Implement missing size query interface for FRenderTargetResources.
#jira UE-41672
Change 3346387 on 2017/03/14 by Daniel.Wright
[Copy] Added VolumetricScatteringIntensity to particle lights
Change 3346389 on 2017/03/14 by Daniel.Wright
[Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs
Disable volumetric fog when the fog show flag is disabled
Change 3346392 on 2017/03/14 by Daniel.Wright
[Copy] Fixed skylight being much too bright on volumetric fog
Change 3346406 on 2017/03/14 by Daniel.Wright
[Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution.
* Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite
Change 3346412 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb
Change 3346414 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb
Change 3346415 on 2017/03/14 by Daniel.Wright
[Copy] Missing file from cl 3338451
Change 3346421 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled
* Volumetric fog converts NaNs to black now so they don't spread
Change 3346422 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaN in volumetric fog with low density values
Change 3346423 on 2017/03/14 by Daniel.Wright
[Copy] Changed default VolumetricFogScatteringDistribution to .2
Change 3346430 on 2017/03/14 by Daniel.Wright
[Copy] New translucent material option to compute fog per pixel instead of the default per vertex
Change 3346432 on 2017/03/14 by Daniel.Wright
[Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass
Fixed lifetimes of temporary Volumetric Fog render targets
Change 3346526 on 2017/03/14 by Daniel.Wright
[Copy] Volumetric Fog supports point and spot light shadows
* These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map)
* Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0'
* Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing
Change 3347053 on 2017/03/15 by Rolando.Caloca
DR - android compile fix
Change 3347384 on 2017/03/15 by Rolando.Caloca
DR - Fix merge issue
Change 3347643 on 2017/03/15 by Marcus.Wassmer
Fix some bugs with the 'disable stationary skylight ffor the project' feature.
Fixes lighting in Persona on Paragon.
Change 3347979 on 2017/03/15 by Rolando.Caloca
DR - Allow to automatically apply cached rendertargets to PSO initializer
Change 3348024 on 2017/03/15 by Rolando.Caloca
DR - Remove NullPS on Vulkan to avoid deadlock
Change 3348303 on 2017/03/15 by Rolando.Caloca
DR - Fix for debugging SCW with material SRT
Change 3348357 on 2017/03/15 by Marcus.Wassmer
Fix stencildither and a stencilref bug that was probably breaking decals sometimes.
Change 3348549 on 2017/03/15 by Marcus.Wassmer
Hopefully fix static analysis for potential nullptr access.
Change 3348614 on 2017/03/15 by Marcus.Wassmer
Duplicate some switch changes to fix crash on launch.
Change 3349369 on 2017/03/16 by Gil.Gribb
Fixed botched merge
Change 3349947 on 2017/03/16 by Rolando.Caloca
DR - Fix for mismatched primitive type
Change 3349956 on 2017/03/16 by Benjamin.Hyder
initial updates to TM-DistanceFields map
Change 3350151 on 2017/03/16 by Rolando.Caloca
DR - Fix UT compile issue
Change 3350155 on 2017/03/16 by Rolando.Caloca
DR - Catch mismatched primitive type on PSOs on D3D11
Change 3350192 on 2017/03/16 by Daniel.Wright
Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor
Change 3350736 on 2017/03/16 by Daniel.Wright
Fixed formatting from merge
Change 3350881 on 2017/03/16 by Rolando.Caloca
DR - Fix texture arrays as UAVs on Metal
Change 3350927 on 2017/03/16 by Rolando.Caloca
DR - Fix warning
Change 3350935 on 2017/03/16 by Daniel.Wright
Fix for materials with non-Surface domains being skipped in mesh passes
Change 3351583 on 2017/03/17 by Marcus.Wassmer
Fix clang platforms
Change 3351917 on 2017/03/17 by Marcus.Wassmer
Fix linux compile
Change 3351973 on 2017/03/17 by Marcus.Wassmer
Fix mismatched rendertargetformat
Change 3352038 on 2017/03/17 by Daniel.Wright
Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing
Change 3352110 on 2017/03/17 by Marcus.Wassmer
Fix missing RT PSO apply
Change 3352695 on 2017/03/17 by Arne.Schober
DR - Remove PSO Rendertarget check in DX12 Resolve with Shader.
#RB Rolando.Caloca
Change 3352960 on 2017/03/17 by Arne.Schober
DR - Fix some things that slipped trough the PSO merge
#RB none
Change 3353150 on 2017/03/18 by Rolando.Caloca
DR - compile fix
Change 3353205 on 2017/03/18 by Arne.Schober
DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode
#RB none
Change 3353207 on 2017/03/18 by Arne.Schober
DR - Fix Confusion
#RB none
Change 3355183 on 2017/03/20 by Nick.Bullard
Fixed up Content orginzation for Decals automation tests in EngineTest
Change 3355627 on 2017/03/20 by Arne.Schober
DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed.
Change 3356342 on 2017/03/21 by Marcus.Wassmer
Fix clang errors
Change 3356591 on 2017/03/21 by Arne.Schober
DR - Fix ensure message
#RB none
Change 3356873 on 2017/03/21 by Arne.Schober
DR - Fix comparission of undefined values in RendertargetApply Check
Change 3357261 on 2017/03/21 by Marcus.Wassmer
Fix LinuxEditor compile
Change 3357294 on 2017/03/21 by Marcus.Wassmer
Add missing SSE functions
Change 3357351 on 2017/03/21 by Frank.Fella
Fix win32 and linux compiler errors
Change 3357370 on 2017/03/21 by Arne.Schober
DR - disable ensure in test builds
#RB Marcus.Wassmer
[CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
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FGraphicsPipelineStateInitializer& GraphicsPSOInit,
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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3055495 on 2016/07/19 by Marc.Olano
Allow Noise material node on mobile
No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions.
#jira UE-33345
Change 3055602 on 2016/07/19 by Luke.Thatcher
Fix crash bug in D3D11 RHI when selecting adapters.
- Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device).
#jira UE-33236
Change 3055890 on 2016/07/19 by Daniel.Wright
Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was
Change 3055891 on 2016/07/19 by Daniel.Wright
Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports
* This will effectively double partial distiance field update costs until clipping of the update regions is implemented
Change 3055892 on 2016/07/19 by Daniel.Wright
Higher poly light source shapes drawn into reflection captures
Change 3055893 on 2016/07/19 by Daniel.Wright
More info to 'Incompatible surface format' GNM assert
Change 3055904 on 2016/07/19 by Daniel.Wright
Reflection environment normalization improvements
* Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely.
* When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene.
* Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data.
* The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness
* Removed unused r.DiffuseFromCaptures
* Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8
Change 3055905 on 2016/07/19 by Daniel.Wright
Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV
Change 3059486 on 2016/07/21 by Nick.Penwarden
Testing #uecritical
Change 3060558 on 2016/07/21 by Daniel.Wright
Fixed skylight with specified cubemap being black
Change 3061999 on 2016/07/22 by Marcus.Wassmer
Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up.
Change 3062241 on 2016/07/22 by Daniel.Wright
Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms
Change 3062244 on 2016/07/22 by Daniel.Wright
Discard old prenormalized reflection environment data on load
Change 3062283 on 2016/07/22 by Daniel.Wright
MSAA support for the forward renderer
* AntiAliasing method is chosen in Rendering project settings, DefaultSettings category
* Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing
* Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA
* The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content
* Added r.MSAACount which defaults to 4
* Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve
* GBuffer targets are no longer allocated when using the forward renderer
* Decal blend modes that write to the GBuffer fall back to SceneColor emissive only
Change 3062666 on 2016/07/23 by Uriel.Doyon
Added legend to streaming accuracy viewmodes
Added a new helper class FRenderTargetTemp to be reused in different canvas rendering.
Exposed the pass through pixel shader so that it can be reused.
#review-3058986 @marcus.wassmer
Change 3063023 on 2016/07/25 by Luke.Thatcher
Fix "RecompileShaders Changed" when using Cook On The Fly.
#jira UE-33573
Change 3063078 on 2016/07/25 by Ben.Woodhouse
Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc
Change 3063315 on 2016/07/25 by Ben.Woodhouse
Fix div 0 in motion blur. This caused artifacts in some fairly common cases
#jira UE-32331
Change 3063897 on 2016/07/25 by Uriel.Doyon
Fixed missing qualifier on interpolants
Change 3064559 on 2016/07/26 by Ben.Woodhouse
Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
Tested fix on xbox, PC and PS4, using QAGame
#jira UE-28592
Change 3064896 on 2016/07/26 by Ben.Woodhouse
Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16)
Change 3064913 on 2016/07/26 by Ben.Marsh
Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings.
Change 3065326 on 2016/07/26 by Uriel.Doyon
Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
#jira UE-32585
Change 3065541 on 2016/07/26 by Daniel.Wright
Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading
Change 3065543 on 2016/07/26 by Daniel.Wright
Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
Change 3065545 on 2016/07/26 by Daniel.Wright
Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale.
Fixed reflection capture feedback with base pass reflections
Change 3066783 on 2016/07/27 by Daniel.Wright
Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot
Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3)
Change 3066794 on 2016/07/27 by Daniel.Wright
Fixed crash rendering planar reflections due to NULL PostProcessSettings
Change 3067412 on 2016/07/27 by Daniel.Wright
Fix for OpenGL4 with uint interpolator
Change 3068470 on 2016/07/28 by Daniel.Wright
Fixed crash rendering translucency with translucent shadows which were determined to be invisible
Change 3069046 on 2016/07/28 by Daniel.Wright
Handle null Family in SetupAntiAliasingMethod
Change 3069059 on 2016/07/28 by Daniel.Wright
Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface)
Change 3069391 on 2016/07/28 by Daniel.Wright
Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright
Change 3070369 on 2016/07/29 by Daniel.Wright
r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing
Change 3070370 on 2016/07/29 by Daniel.Wright
Bumped reflection capture DDC version to get rid of legacy prenormalized data
Change 3070680 on 2016/07/29 by Marcus.Wassmer
Fix slate ensure that is most likely a timing issue exposed by rendering.
#ue-33902
Change 3070811 on 2016/07/29 by Marcus.Wassmer
Fix ProjectLauncher errors when loading old versions
#ue-33939
Change 3070971 on 2016/07/29 by Uriel.Doyon
Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory
Change 3071452 on 2016/07/31 by Uriel.Doyon
Updated the legend description for the (texture streaming) primitive distance accuracy view mode
[CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
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const ERHIFeatureLevel::Type CurrentFeatureLevel,
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const FTextureRHIRef& SrcTexture,
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2019-10-11 15:33:31 -04:00
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FRHIShaderResourceView* FmaskSRV,
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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3055495 on 2016/07/19 by Marc.Olano
Allow Noise material node on mobile
No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions.
#jira UE-33345
Change 3055602 on 2016/07/19 by Luke.Thatcher
Fix crash bug in D3D11 RHI when selecting adapters.
- Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device).
#jira UE-33236
Change 3055890 on 2016/07/19 by Daniel.Wright
Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was
Change 3055891 on 2016/07/19 by Daniel.Wright
Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports
* This will effectively double partial distiance field update costs until clipping of the update regions is implemented
Change 3055892 on 2016/07/19 by Daniel.Wright
Higher poly light source shapes drawn into reflection captures
Change 3055893 on 2016/07/19 by Daniel.Wright
More info to 'Incompatible surface format' GNM assert
Change 3055904 on 2016/07/19 by Daniel.Wright
Reflection environment normalization improvements
* Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely.
* When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene.
* Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data.
* The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness
* Removed unused r.DiffuseFromCaptures
* Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8
Change 3055905 on 2016/07/19 by Daniel.Wright
Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV
Change 3059486 on 2016/07/21 by Nick.Penwarden
Testing #uecritical
Change 3060558 on 2016/07/21 by Daniel.Wright
Fixed skylight with specified cubemap being black
Change 3061999 on 2016/07/22 by Marcus.Wassmer
Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up.
Change 3062241 on 2016/07/22 by Daniel.Wright
Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms
Change 3062244 on 2016/07/22 by Daniel.Wright
Discard old prenormalized reflection environment data on load
Change 3062283 on 2016/07/22 by Daniel.Wright
MSAA support for the forward renderer
* AntiAliasing method is chosen in Rendering project settings, DefaultSettings category
* Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing
* Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA
* The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content
* Added r.MSAACount which defaults to 4
* Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve
* GBuffer targets are no longer allocated when using the forward renderer
* Decal blend modes that write to the GBuffer fall back to SceneColor emissive only
Change 3062666 on 2016/07/23 by Uriel.Doyon
Added legend to streaming accuracy viewmodes
Added a new helper class FRenderTargetTemp to be reused in different canvas rendering.
Exposed the pass through pixel shader so that it can be reused.
#review-3058986 @marcus.wassmer
Change 3063023 on 2016/07/25 by Luke.Thatcher
Fix "RecompileShaders Changed" when using Cook On The Fly.
#jira UE-33573
Change 3063078 on 2016/07/25 by Ben.Woodhouse
Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc
Change 3063315 on 2016/07/25 by Ben.Woodhouse
Fix div 0 in motion blur. This caused artifacts in some fairly common cases
#jira UE-32331
Change 3063897 on 2016/07/25 by Uriel.Doyon
Fixed missing qualifier on interpolants
Change 3064559 on 2016/07/26 by Ben.Woodhouse
Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
Tested fix on xbox, PC and PS4, using QAGame
#jira UE-28592
Change 3064896 on 2016/07/26 by Ben.Woodhouse
Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16)
Change 3064913 on 2016/07/26 by Ben.Marsh
Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings.
Change 3065326 on 2016/07/26 by Uriel.Doyon
Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
#jira UE-32585
Change 3065541 on 2016/07/26 by Daniel.Wright
Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading
Change 3065543 on 2016/07/26 by Daniel.Wright
Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
Change 3065545 on 2016/07/26 by Daniel.Wright
Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale.
Fixed reflection capture feedback with base pass reflections
Change 3066783 on 2016/07/27 by Daniel.Wright
Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot
Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3)
Change 3066794 on 2016/07/27 by Daniel.Wright
Fixed crash rendering planar reflections due to NULL PostProcessSettings
Change 3067412 on 2016/07/27 by Daniel.Wright
Fix for OpenGL4 with uint interpolator
Change 3068470 on 2016/07/28 by Daniel.Wright
Fixed crash rendering translucency with translucent shadows which were determined to be invisible
Change 3069046 on 2016/07/28 by Daniel.Wright
Handle null Family in SetupAntiAliasingMethod
Change 3069059 on 2016/07/28 by Daniel.Wright
Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface)
Change 3069391 on 2016/07/28 by Daniel.Wright
Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright
Change 3070369 on 2016/07/29 by Daniel.Wright
r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing
Change 3070370 on 2016/07/29 by Daniel.Wright
Bumped reflection capture DDC version to get rid of legacy prenormalized data
Change 3070680 on 2016/07/29 by Marcus.Wassmer
Fix slate ensure that is most likely a timing issue exposed by rendering.
#ue-33902
Change 3070811 on 2016/07/29 by Marcus.Wassmer
Fix ProjectLauncher errors when loading old versions
#ue-33939
Change 3070971 on 2016/07/29 by Uriel.Doyon
Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory
Change 3071452 on 2016/07/31 by Uriel.Doyon
Updated the legend description for the (texture streaming) primitive distance accuracy view mode
[CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
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const FIntPoint& SrcOrigin,
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int32 NumSamples,
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2019-10-11 15:33:31 -04:00
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int32 WideFilterWidth,
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2021-01-20 06:49:41 -04:00
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FRHIBuffer* DummyVB)
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Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3794640)
#lockdown Nick.Penwarden
#rb no.one
============================
MAJOR FEATURES & CHANGES
============================
Change 3543285 by Nick.Atamas
Merging using //UE4/Release-4.17/... -> //UE4/Dev-VR/... :
Fixed UEVR-852:
Adjusted Google Tango Plugins copyright to Copyright Google 2017.
Removed Apache 2.0 license.
Change 3767306 by Mike.Beach
Adopting a set of video capture fixes from Darren Pegg:
"Windows 7 : fix capture problems by reinitializing tracks, only active on windows < 8.0."
+ mirroring CL 3741444 ("Add windows 10 support to the application manifest"), which was needed for this
#jira UE-49870, UE-50217, UE-50227, UE-50224
Change 3767317 by Mike.Beach
[MR] Fixing up the mixed reality framework's async BP nodes (handling MediaPlayer assets set to not play-on-open - preventing a crash and keeping the stream playing), so they work with the changes to the WMF media player introduced in CL 3767306.
#jira UEVR-910
Change 3767484 by Mike.Beach
Correcting user facing messages/tooltips to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3767489 by Mike.Beach
Correcting source comment to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3768155 by Ryan.Vance
#jira UE-52089
Fixing cardboard only rendering in one eye.
Change 3769011 by Douglas.Copeland
Removing Clipping Planes from TM-HMDNodes (Level and LevelBP. Feature removed). Rebuilding Map.
Change 3769195 by Douglas.Copeland
Removing AA PostProcessing Volumes in TM-VRSmoke. AA does not change via PP Volumes since 4.14
Change 3769256 by Douglas.Copeland
Removing TM-VRLandscapeFoliage Map. Never used in suite/bloat.
Change 3769453 by Douglas.Copeland
Resaving content to resolve engine content warning
Change 3771076 by Keli.Hlodversson
Add missing const to a ref parameter.
Change 3771141 by Keli.Hlodversson
Fix world locked stereo layer positions on SteamVR when there is a camera component representing the HMD.
#jira UE-52353
Change 3771602 by Mike.Beach
Replacing temp Rift controller models with official ones from Oculus.
#jira UEVR-830
Change 3774877 by Mike.Beach
Refining MR calibration (WIP)...
- New alignment process [WIP]
- More modular calibration steps (for easier refactoring)
- Stubbed in phase for lens calibration
- Centralized interface for debug (dev) settings
Change 3774880 by Mike.Beach
Adopted changes from Oculus (SI1.21); stubbing in functionality for:
- Lens matched shading
- Dynamic screen refresh rate switching
- Added BP API calls: GetGPUUtilization, GetTiledMultiresLevel , SetTiledMultiresLevel, GetDeviceName, GetAvailableDisplayFrequencies, GetCurrentDisplayFrequency, SetDisplayFrequency
Change 3774922 by Mike.Beach
Attempting CIS fix.
Change 3774972 by Mike.Beach
Making it so you can override the material on model components from the various XR systems (via MotionController component).
Change 3774974 by Mike.Beach
Missing assets from CL 3774877.
Change 3775128 by Nick.Atamas
Merging //UE4/Partner-Google-VR @ CL 3770408 to Dev-VR (//UE4/Dev-VR)
Change 3776135 by Mike.Beach
MR [WIP] - Updating the calibration save process .
- Now save after each calibration step
- Stubbed in save data for lens distortion
- Track progress and load you to the first incomplete calibration step
Change 3777110 by Mike.Beach
[WIP] MR - Adding ability to easily mirror monitor screen.
Change 3777146 by Mike.Beach
Removing superflous ensure that some of us were hitting.
Change 3777417 by Mike.Beach
[WIP] MR - Fixing alignment adjustment controls to match mirrored monitor.
Change 3777436 by Nick.Atamas
Initial check in of AugmentedReality module and ARKit support for it.
Also adding QAARApp to test the use of these systems.
Change 3778009 by Nick.Atamas
Missing file
Change 3778067 by Nick.Atamas
Fixing CIS
Change 3778155 by Nick.Atamas
Spot merging CL 3777463 //UE4/Partner-Google-VR to //UE4/Dev-VR
Change 3778209 by Nick.Atamas
More CIS fixing.
Change 3778821 by Mike.Beach
[WIP] MR - Moving the alignment point system to pull from an easily modifiable DataTable (so we can change easily).
Change 3779431 by Joe.Graf
Merging using //UE4/Dev-Editor/_to_//UE4/Dev-VR/
Change 3780822 by Keli.Hlodversson
Adding OpenCV binaries plus build script to automatically fetch and rebuild it
#jira UE-52725
Change 3781037 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781046 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781049 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781129 by Joe.Graf
Fixed the warning generated by OpenCV.Build.cs
Change 3783476 by Mike.Beach
Attempt at fixing Win32 CIS errors.
Change 3783845 by Martin.Wilson
Allow deprecated properties to still be accessed in blueprints so long as they have Blueprint Getters and Setters. Allows us to have a clean deprecation path for blueprint accessed properties
Change 3784397 by Jeff.Fisher
UE-51390 GitHub 4141 : Allow VR plugins to have multiple viewports and rotated eye orientations
PR #4141: Allow VR plugins to have multiple viewports and rotated eye orientations (Contributed by AustinPuk-Conffx)
-This loosens some assumptions in the api about how many stereo render passes there are to allow plugins to implement more than we currently use for any of our plugins.
-It also starts to replace some comparison test logic with the stereo pass enum values with IStereoRendering helper functions, do avoid duplicating the expressions all over.
#jira UE-51390
#review-3779148
Change 3784545 by Jeff.Fisher
Build fix for cl 3784397, made a local variable name unique.
Change 3784553 by Chance.Ivey
Stubbing Mobile AR Template files. Needs logic, icons and copy.
Change 3784570 by Jeff.Fisher
fix for cl 3784397
-Reverted monoscopicfarfield default change, accidentaly submit
Change 3785134 by Mike.Beach
[WIP] MR - Correcting some of the alignment algorithms & adding a preview key for the new alignment.
Change 3787180 by Mike.Beach
Fixing up CIS
#jira UE-52998, UE-52996
Change 3787272 by Mike.Beach
Adopted changes from the anim team - Followup to CL 3787240.
The LiveLink framework is now implementing the new IMotionController interface, and supplying tracking+ data through the engine's MotionController components.
#jira UE-52783
Change 3787454 by Jeff.Fisher
Adding brackets after if as specific in code review.
Change 3787591 by Keli.Hlodversson
Add tps files for OpenCV
Change 3788478 by Mike.Beach
Switching over the MR calibration process to use the new MotionController source ID (rather than the deprecated Hand enum). Also, adding device attachment selection to the first calibration step and switching it to use the new modular interface system.
#jira UEVR-1042, UEVR-1045, UEVR-1046
Change 3789836 by Jeff.Fisher
UE-53069 Editor crashes on open without SteamVR attached
-needed to check we are in stereo and device exists.
-Note just having the morpheus plugin enabled creates a device, so you need to have that disabled to reproduce this bug
#jira UE-53069
Change 3789841 by Mike.Beach
CIS fix - fallout from CL 3787272.
Change 3790102 by Jeff.Fisher
UE-53079 Packaging for android results in a critical error referencing global shader FHdrCustomResolveFMask4xPS
-Android shader compiler is a bit pickier on parameter matching, fixed the parameter.
#jira UE-53079
Change 3790174 by Jeff.Fisher
UE-53084 Mac editor crashes on open, Failed to compile global shader FWideCustomResolve8_2x_truePS
-Another shader parameter match.
#jira UE-53084
Change 3791727 by Mike.Beach
Fallout from CL 3787272 - missed use of now deprecated Hand property on MotionController components.
#jira UE-53080
Change 3766717 by Mike.Beach
Adding a TrackingToWorld transform to IXRTrackingSystem - default impl updates the cached transform once per frame (at the begining) and determines it from the project's camera setup (making the assumption the camera's root is the XR origin).
Change 3771327 by Ryan.Vance
#jira UE-52513
Fixing console rendering. The ortho projections were taking screen percentage of the panel into account for size instead of pixeldensity * ideal size.
Change 3773348 by Mike.Beach
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
Change 3787240 by Mike.Beach
Adopting IMotionController changes from anim team (in support of LiveLink)...
- MotionControllerComponent EControllerHand Hand is deprecated, replaced by FName MotionSource
- Blueprint get set nodes for the Hand property will still function but will warn as deprecated, this is achieved via using deprecated BlueprintGetter and BlueprintSetter on the property (plus a change to UHT to allow that to compile)
- MotionSource Setter node has pin customization to show choice box instead of standard FName text box.
- New base class for motion controllers XRMotionControllerBase.h/cpp
- Provides default implementations for new functions (Enumerate Source, Custom Parameter etc)
- Provides wrapper functions that take EControllerHand so that the controllers themselves dont have to change.
- Motion Source custom choice box. Polls MotionControllers for sources via EnumerateSources interface. Also allows custom text type in. Is Exposed to details panel and setter pin (as above).
- Added a Dev-VR custom version for reading the Hand property and moving it to MotionSource
#jira UE-52783
Change 3787975 by Ryan.Vance
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
[CL 3794679 by Mike Beach in Main branch]
2017-12-07 13:42:10 -05:00
|
|
|
{
|
2019-10-11 15:33:31 -04:00
|
|
|
if (FmaskSRV)
|
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3055495 on 2016/07/19 by Marc.Olano
Allow Noise material node on mobile
No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions.
#jira UE-33345
Change 3055602 on 2016/07/19 by Luke.Thatcher
Fix crash bug in D3D11 RHI when selecting adapters.
- Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device).
#jira UE-33236
Change 3055890 on 2016/07/19 by Daniel.Wright
Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was
Change 3055891 on 2016/07/19 by Daniel.Wright
Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports
* This will effectively double partial distiance field update costs until clipping of the update regions is implemented
Change 3055892 on 2016/07/19 by Daniel.Wright
Higher poly light source shapes drawn into reflection captures
Change 3055893 on 2016/07/19 by Daniel.Wright
More info to 'Incompatible surface format' GNM assert
Change 3055904 on 2016/07/19 by Daniel.Wright
Reflection environment normalization improvements
* Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely.
* When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene.
* Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data.
* The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness
* Removed unused r.DiffuseFromCaptures
* Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8
Change 3055905 on 2016/07/19 by Daniel.Wright
Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV
Change 3059486 on 2016/07/21 by Nick.Penwarden
Testing #uecritical
Change 3060558 on 2016/07/21 by Daniel.Wright
Fixed skylight with specified cubemap being black
Change 3061999 on 2016/07/22 by Marcus.Wassmer
Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up.
Change 3062241 on 2016/07/22 by Daniel.Wright
Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms
Change 3062244 on 2016/07/22 by Daniel.Wright
Discard old prenormalized reflection environment data on load
Change 3062283 on 2016/07/22 by Daniel.Wright
MSAA support for the forward renderer
* AntiAliasing method is chosen in Rendering project settings, DefaultSettings category
* Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing
* Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA
* The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content
* Added r.MSAACount which defaults to 4
* Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve
* GBuffer targets are no longer allocated when using the forward renderer
* Decal blend modes that write to the GBuffer fall back to SceneColor emissive only
Change 3062666 on 2016/07/23 by Uriel.Doyon
Added legend to streaming accuracy viewmodes
Added a new helper class FRenderTargetTemp to be reused in different canvas rendering.
Exposed the pass through pixel shader so that it can be reused.
#review-3058986 @marcus.wassmer
Change 3063023 on 2016/07/25 by Luke.Thatcher
Fix "RecompileShaders Changed" when using Cook On The Fly.
#jira UE-33573
Change 3063078 on 2016/07/25 by Ben.Woodhouse
Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc
Change 3063315 on 2016/07/25 by Ben.Woodhouse
Fix div 0 in motion blur. This caused artifacts in some fairly common cases
#jira UE-32331
Change 3063897 on 2016/07/25 by Uriel.Doyon
Fixed missing qualifier on interpolants
Change 3064559 on 2016/07/26 by Ben.Woodhouse
Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
Tested fix on xbox, PC and PS4, using QAGame
#jira UE-28592
Change 3064896 on 2016/07/26 by Ben.Woodhouse
Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16)
Change 3064913 on 2016/07/26 by Ben.Marsh
Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings.
Change 3065326 on 2016/07/26 by Uriel.Doyon
Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
#jira UE-32585
Change 3065541 on 2016/07/26 by Daniel.Wright
Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading
Change 3065543 on 2016/07/26 by Daniel.Wright
Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
Change 3065545 on 2016/07/26 by Daniel.Wright
Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale.
Fixed reflection capture feedback with base pass reflections
Change 3066783 on 2016/07/27 by Daniel.Wright
Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot
Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3)
Change 3066794 on 2016/07/27 by Daniel.Wright
Fixed crash rendering planar reflections due to NULL PostProcessSettings
Change 3067412 on 2016/07/27 by Daniel.Wright
Fix for OpenGL4 with uint interpolator
Change 3068470 on 2016/07/28 by Daniel.Wright
Fixed crash rendering translucency with translucent shadows which were determined to be invisible
Change 3069046 on 2016/07/28 by Daniel.Wright
Handle null Family in SetupAntiAliasingMethod
Change 3069059 on 2016/07/28 by Daniel.Wright
Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface)
Change 3069391 on 2016/07/28 by Daniel.Wright
Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright
Change 3070369 on 2016/07/29 by Daniel.Wright
r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing
Change 3070370 on 2016/07/29 by Daniel.Wright
Bumped reflection capture DDC version to get rid of legacy prenormalized data
Change 3070680 on 2016/07/29 by Marcus.Wassmer
Fix slate ensure that is most likely a timing issue exposed by rendering.
#ue-33902
Change 3070811 on 2016/07/29 by Marcus.Wassmer
Fix ProjectLauncher errors when loading old versions
#ue-33939
Change 3070971 on 2016/07/29 by Uriel.Doyon
Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory
Change 3071452 on 2016/07/31 by Uriel.Doyon
Updated the legend description for the (texture streaming) primitive distance accuracy view mode
[CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
|
|
|
{
|
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3794640)
#lockdown Nick.Penwarden
#rb no.one
============================
MAJOR FEATURES & CHANGES
============================
Change 3543285 by Nick.Atamas
Merging using //UE4/Release-4.17/... -> //UE4/Dev-VR/... :
Fixed UEVR-852:
Adjusted Google Tango Plugins copyright to Copyright Google 2017.
Removed Apache 2.0 license.
Change 3767306 by Mike.Beach
Adopting a set of video capture fixes from Darren Pegg:
"Windows 7 : fix capture problems by reinitializing tracks, only active on windows < 8.0."
+ mirroring CL 3741444 ("Add windows 10 support to the application manifest"), which was needed for this
#jira UE-49870, UE-50217, UE-50227, UE-50224
Change 3767317 by Mike.Beach
[MR] Fixing up the mixed reality framework's async BP nodes (handling MediaPlayer assets set to not play-on-open - preventing a crash and keeping the stream playing), so they work with the changes to the WMF media player introduced in CL 3767306.
#jira UEVR-910
Change 3767484 by Mike.Beach
Correcting user facing messages/tooltips to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3767489 by Mike.Beach
Correcting source comment to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3768155 by Ryan.Vance
#jira UE-52089
Fixing cardboard only rendering in one eye.
Change 3769011 by Douglas.Copeland
Removing Clipping Planes from TM-HMDNodes (Level and LevelBP. Feature removed). Rebuilding Map.
Change 3769195 by Douglas.Copeland
Removing AA PostProcessing Volumes in TM-VRSmoke. AA does not change via PP Volumes since 4.14
Change 3769256 by Douglas.Copeland
Removing TM-VRLandscapeFoliage Map. Never used in suite/bloat.
Change 3769453 by Douglas.Copeland
Resaving content to resolve engine content warning
Change 3771076 by Keli.Hlodversson
Add missing const to a ref parameter.
Change 3771141 by Keli.Hlodversson
Fix world locked stereo layer positions on SteamVR when there is a camera component representing the HMD.
#jira UE-52353
Change 3771602 by Mike.Beach
Replacing temp Rift controller models with official ones from Oculus.
#jira UEVR-830
Change 3774877 by Mike.Beach
Refining MR calibration (WIP)...
- New alignment process [WIP]
- More modular calibration steps (for easier refactoring)
- Stubbed in phase for lens calibration
- Centralized interface for debug (dev) settings
Change 3774880 by Mike.Beach
Adopted changes from Oculus (SI1.21); stubbing in functionality for:
- Lens matched shading
- Dynamic screen refresh rate switching
- Added BP API calls: GetGPUUtilization, GetTiledMultiresLevel , SetTiledMultiresLevel, GetDeviceName, GetAvailableDisplayFrequencies, GetCurrentDisplayFrequency, SetDisplayFrequency
Change 3774922 by Mike.Beach
Attempting CIS fix.
Change 3774972 by Mike.Beach
Making it so you can override the material on model components from the various XR systems (via MotionController component).
Change 3774974 by Mike.Beach
Missing assets from CL 3774877.
Change 3775128 by Nick.Atamas
Merging //UE4/Partner-Google-VR @ CL 3770408 to Dev-VR (//UE4/Dev-VR)
Change 3776135 by Mike.Beach
MR [WIP] - Updating the calibration save process .
- Now save after each calibration step
- Stubbed in save data for lens distortion
- Track progress and load you to the first incomplete calibration step
Change 3777110 by Mike.Beach
[WIP] MR - Adding ability to easily mirror monitor screen.
Change 3777146 by Mike.Beach
Removing superflous ensure that some of us were hitting.
Change 3777417 by Mike.Beach
[WIP] MR - Fixing alignment adjustment controls to match mirrored monitor.
Change 3777436 by Nick.Atamas
Initial check in of AugmentedReality module and ARKit support for it.
Also adding QAARApp to test the use of these systems.
Change 3778009 by Nick.Atamas
Missing file
Change 3778067 by Nick.Atamas
Fixing CIS
Change 3778155 by Nick.Atamas
Spot merging CL 3777463 //UE4/Partner-Google-VR to //UE4/Dev-VR
Change 3778209 by Nick.Atamas
More CIS fixing.
Change 3778821 by Mike.Beach
[WIP] MR - Moving the alignment point system to pull from an easily modifiable DataTable (so we can change easily).
Change 3779431 by Joe.Graf
Merging using //UE4/Dev-Editor/_to_//UE4/Dev-VR/
Change 3780822 by Keli.Hlodversson
Adding OpenCV binaries plus build script to automatically fetch and rebuild it
#jira UE-52725
Change 3781037 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781046 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781049 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781129 by Joe.Graf
Fixed the warning generated by OpenCV.Build.cs
Change 3783476 by Mike.Beach
Attempt at fixing Win32 CIS errors.
Change 3783845 by Martin.Wilson
Allow deprecated properties to still be accessed in blueprints so long as they have Blueprint Getters and Setters. Allows us to have a clean deprecation path for blueprint accessed properties
Change 3784397 by Jeff.Fisher
UE-51390 GitHub 4141 : Allow VR plugins to have multiple viewports and rotated eye orientations
PR #4141: Allow VR plugins to have multiple viewports and rotated eye orientations (Contributed by AustinPuk-Conffx)
-This loosens some assumptions in the api about how many stereo render passes there are to allow plugins to implement more than we currently use for any of our plugins.
-It also starts to replace some comparison test logic with the stereo pass enum values with IStereoRendering helper functions, do avoid duplicating the expressions all over.
#jira UE-51390
#review-3779148
Change 3784545 by Jeff.Fisher
Build fix for cl 3784397, made a local variable name unique.
Change 3784553 by Chance.Ivey
Stubbing Mobile AR Template files. Needs logic, icons and copy.
Change 3784570 by Jeff.Fisher
fix for cl 3784397
-Reverted monoscopicfarfield default change, accidentaly submit
Change 3785134 by Mike.Beach
[WIP] MR - Correcting some of the alignment algorithms & adding a preview key for the new alignment.
Change 3787180 by Mike.Beach
Fixing up CIS
#jira UE-52998, UE-52996
Change 3787272 by Mike.Beach
Adopted changes from the anim team - Followup to CL 3787240.
The LiveLink framework is now implementing the new IMotionController interface, and supplying tracking+ data through the engine's MotionController components.
#jira UE-52783
Change 3787454 by Jeff.Fisher
Adding brackets after if as specific in code review.
Change 3787591 by Keli.Hlodversson
Add tps files for OpenCV
Change 3788478 by Mike.Beach
Switching over the MR calibration process to use the new MotionController source ID (rather than the deprecated Hand enum). Also, adding device attachment selection to the first calibration step and switching it to use the new modular interface system.
#jira UEVR-1042, UEVR-1045, UEVR-1046
Change 3789836 by Jeff.Fisher
UE-53069 Editor crashes on open without SteamVR attached
-needed to check we are in stereo and device exists.
-Note just having the morpheus plugin enabled creates a device, so you need to have that disabled to reproduce this bug
#jira UE-53069
Change 3789841 by Mike.Beach
CIS fix - fallout from CL 3787272.
Change 3790102 by Jeff.Fisher
UE-53079 Packaging for android results in a critical error referencing global shader FHdrCustomResolveFMask4xPS
-Android shader compiler is a bit pickier on parameter matching, fixed the parameter.
#jira UE-53079
Change 3790174 by Jeff.Fisher
UE-53084 Mac editor crashes on open, Failed to compile global shader FWideCustomResolve8_2x_truePS
-Another shader parameter match.
#jira UE-53084
Change 3791727 by Mike.Beach
Fallout from CL 3787272 - missed use of now deprecated Hand property on MotionController components.
#jira UE-53080
Change 3766717 by Mike.Beach
Adding a TrackingToWorld transform to IXRTrackingSystem - default impl updates the cached transform once per frame (at the begining) and determines it from the project's camera setup (making the assumption the camera's root is the XR origin).
Change 3771327 by Ryan.Vance
#jira UE-52513
Fixing console rendering. The ortho projections were taking screen percentage of the panel into account for size instead of pixeldensity * ideal size.
Change 3773348 by Mike.Beach
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
Change 3787240 by Mike.Beach
Adopting IMotionController changes from anim team (in support of LiveLink)...
- MotionControllerComponent EControllerHand Hand is deprecated, replaced by FName MotionSource
- Blueprint get set nodes for the Hand property will still function but will warn as deprecated, this is achieved via using deprecated BlueprintGetter and BlueprintSetter on the property (plus a change to UHT to allow that to compile)
- MotionSource Setter node has pin customization to show choice box instead of standard FName text box.
- New base class for motion controllers XRMotionControllerBase.h/cpp
- Provides default implementations for new functions (Enumerate Source, Custom Parameter etc)
- Provides wrapper functions that take EControllerHand so that the controllers themselves dont have to change.
- Motion Source custom choice box. Polls MotionControllers for sources via EnumerateSources interface. Also allows custom text type in. Is Exposed to details panel and setter pin (as above).
- Added a Dev-VR custom version for reading the Hand property and moving it to MotionSource
#jira UE-52783
Change 3787975 by Ryan.Vance
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
[CL 3794679 by Mike Beach in Main branch]
2017-12-07 13:42:10 -05:00
|
|
|
if (NumSamples <= 1)
|
|
|
|
|
{
|
2019-10-11 15:33:31 -04:00
|
|
|
ResolveColorWideInternal2<1, 0, true>(RHICmdList, GraphicsPSOInit, CurrentFeatureLevel, SrcTexture, FmaskSRV, SrcOrigin, DummyVB);
|
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3794640)
#lockdown Nick.Penwarden
#rb no.one
============================
MAJOR FEATURES & CHANGES
============================
Change 3543285 by Nick.Atamas
Merging using //UE4/Release-4.17/... -> //UE4/Dev-VR/... :
Fixed UEVR-852:
Adjusted Google Tango Plugins copyright to Copyright Google 2017.
Removed Apache 2.0 license.
Change 3767306 by Mike.Beach
Adopting a set of video capture fixes from Darren Pegg:
"Windows 7 : fix capture problems by reinitializing tracks, only active on windows < 8.0."
+ mirroring CL 3741444 ("Add windows 10 support to the application manifest"), which was needed for this
#jira UE-49870, UE-50217, UE-50227, UE-50224
Change 3767317 by Mike.Beach
[MR] Fixing up the mixed reality framework's async BP nodes (handling MediaPlayer assets set to not play-on-open - preventing a crash and keeping the stream playing), so they work with the changes to the WMF media player introduced in CL 3767306.
#jira UEVR-910
Change 3767484 by Mike.Beach
Correcting user facing messages/tooltips to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3767489 by Mike.Beach
Correcting source comment to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3768155 by Ryan.Vance
#jira UE-52089
Fixing cardboard only rendering in one eye.
Change 3769011 by Douglas.Copeland
Removing Clipping Planes from TM-HMDNodes (Level and LevelBP. Feature removed). Rebuilding Map.
Change 3769195 by Douglas.Copeland
Removing AA PostProcessing Volumes in TM-VRSmoke. AA does not change via PP Volumes since 4.14
Change 3769256 by Douglas.Copeland
Removing TM-VRLandscapeFoliage Map. Never used in suite/bloat.
Change 3769453 by Douglas.Copeland
Resaving content to resolve engine content warning
Change 3771076 by Keli.Hlodversson
Add missing const to a ref parameter.
Change 3771141 by Keli.Hlodversson
Fix world locked stereo layer positions on SteamVR when there is a camera component representing the HMD.
#jira UE-52353
Change 3771602 by Mike.Beach
Replacing temp Rift controller models with official ones from Oculus.
#jira UEVR-830
Change 3774877 by Mike.Beach
Refining MR calibration (WIP)...
- New alignment process [WIP]
- More modular calibration steps (for easier refactoring)
- Stubbed in phase for lens calibration
- Centralized interface for debug (dev) settings
Change 3774880 by Mike.Beach
Adopted changes from Oculus (SI1.21); stubbing in functionality for:
- Lens matched shading
- Dynamic screen refresh rate switching
- Added BP API calls: GetGPUUtilization, GetTiledMultiresLevel , SetTiledMultiresLevel, GetDeviceName, GetAvailableDisplayFrequencies, GetCurrentDisplayFrequency, SetDisplayFrequency
Change 3774922 by Mike.Beach
Attempting CIS fix.
Change 3774972 by Mike.Beach
Making it so you can override the material on model components from the various XR systems (via MotionController component).
Change 3774974 by Mike.Beach
Missing assets from CL 3774877.
Change 3775128 by Nick.Atamas
Merging //UE4/Partner-Google-VR @ CL 3770408 to Dev-VR (//UE4/Dev-VR)
Change 3776135 by Mike.Beach
MR [WIP] - Updating the calibration save process .
- Now save after each calibration step
- Stubbed in save data for lens distortion
- Track progress and load you to the first incomplete calibration step
Change 3777110 by Mike.Beach
[WIP] MR - Adding ability to easily mirror monitor screen.
Change 3777146 by Mike.Beach
Removing superflous ensure that some of us were hitting.
Change 3777417 by Mike.Beach
[WIP] MR - Fixing alignment adjustment controls to match mirrored monitor.
Change 3777436 by Nick.Atamas
Initial check in of AugmentedReality module and ARKit support for it.
Also adding QAARApp to test the use of these systems.
Change 3778009 by Nick.Atamas
Missing file
Change 3778067 by Nick.Atamas
Fixing CIS
Change 3778155 by Nick.Atamas
Spot merging CL 3777463 //UE4/Partner-Google-VR to //UE4/Dev-VR
Change 3778209 by Nick.Atamas
More CIS fixing.
Change 3778821 by Mike.Beach
[WIP] MR - Moving the alignment point system to pull from an easily modifiable DataTable (so we can change easily).
Change 3779431 by Joe.Graf
Merging using //UE4/Dev-Editor/_to_//UE4/Dev-VR/
Change 3780822 by Keli.Hlodversson
Adding OpenCV binaries plus build script to automatically fetch and rebuild it
#jira UE-52725
Change 3781037 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781046 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781049 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781129 by Joe.Graf
Fixed the warning generated by OpenCV.Build.cs
Change 3783476 by Mike.Beach
Attempt at fixing Win32 CIS errors.
Change 3783845 by Martin.Wilson
Allow deprecated properties to still be accessed in blueprints so long as they have Blueprint Getters and Setters. Allows us to have a clean deprecation path for blueprint accessed properties
Change 3784397 by Jeff.Fisher
UE-51390 GitHub 4141 : Allow VR plugins to have multiple viewports and rotated eye orientations
PR #4141: Allow VR plugins to have multiple viewports and rotated eye orientations (Contributed by AustinPuk-Conffx)
-This loosens some assumptions in the api about how many stereo render passes there are to allow plugins to implement more than we currently use for any of our plugins.
-It also starts to replace some comparison test logic with the stereo pass enum values with IStereoRendering helper functions, do avoid duplicating the expressions all over.
#jira UE-51390
#review-3779148
Change 3784545 by Jeff.Fisher
Build fix for cl 3784397, made a local variable name unique.
Change 3784553 by Chance.Ivey
Stubbing Mobile AR Template files. Needs logic, icons and copy.
Change 3784570 by Jeff.Fisher
fix for cl 3784397
-Reverted monoscopicfarfield default change, accidentaly submit
Change 3785134 by Mike.Beach
[WIP] MR - Correcting some of the alignment algorithms & adding a preview key for the new alignment.
Change 3787180 by Mike.Beach
Fixing up CIS
#jira UE-52998, UE-52996
Change 3787272 by Mike.Beach
Adopted changes from the anim team - Followup to CL 3787240.
The LiveLink framework is now implementing the new IMotionController interface, and supplying tracking+ data through the engine's MotionController components.
#jira UE-52783
Change 3787454 by Jeff.Fisher
Adding brackets after if as specific in code review.
Change 3787591 by Keli.Hlodversson
Add tps files for OpenCV
Change 3788478 by Mike.Beach
Switching over the MR calibration process to use the new MotionController source ID (rather than the deprecated Hand enum). Also, adding device attachment selection to the first calibration step and switching it to use the new modular interface system.
#jira UEVR-1042, UEVR-1045, UEVR-1046
Change 3789836 by Jeff.Fisher
UE-53069 Editor crashes on open without SteamVR attached
-needed to check we are in stereo and device exists.
-Note just having the morpheus plugin enabled creates a device, so you need to have that disabled to reproduce this bug
#jira UE-53069
Change 3789841 by Mike.Beach
CIS fix - fallout from CL 3787272.
Change 3790102 by Jeff.Fisher
UE-53079 Packaging for android results in a critical error referencing global shader FHdrCustomResolveFMask4xPS
-Android shader compiler is a bit pickier on parameter matching, fixed the parameter.
#jira UE-53079
Change 3790174 by Jeff.Fisher
UE-53084 Mac editor crashes on open, Failed to compile global shader FWideCustomResolve8_2x_truePS
-Another shader parameter match.
#jira UE-53084
Change 3791727 by Mike.Beach
Fallout from CL 3787272 - missed use of now deprecated Hand property on MotionController components.
#jira UE-53080
Change 3766717 by Mike.Beach
Adding a TrackingToWorld transform to IXRTrackingSystem - default impl updates the cached transform once per frame (at the begining) and determines it from the project's camera setup (making the assumption the camera's root is the XR origin).
Change 3771327 by Ryan.Vance
#jira UE-52513
Fixing console rendering. The ortho projections were taking screen percentage of the panel into account for size instead of pixeldensity * ideal size.
Change 3773348 by Mike.Beach
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
Change 3787240 by Mike.Beach
Adopting IMotionController changes from anim team (in support of LiveLink)...
- MotionControllerComponent EControllerHand Hand is deprecated, replaced by FName MotionSource
- Blueprint get set nodes for the Hand property will still function but will warn as deprecated, this is achieved via using deprecated BlueprintGetter and BlueprintSetter on the property (plus a change to UHT to allow that to compile)
- MotionSource Setter node has pin customization to show choice box instead of standard FName text box.
- New base class for motion controllers XRMotionControllerBase.h/cpp
- Provides default implementations for new functions (Enumerate Source, Custom Parameter etc)
- Provides wrapper functions that take EControllerHand so that the controllers themselves dont have to change.
- Motion Source custom choice box. Polls MotionControllers for sources via EnumerateSources interface. Also allows custom text type in. Is Exposed to details panel and setter pin (as above).
- Added a Dev-VR custom version for reading the Hand property and moving it to MotionSource
#jira UE-52783
Change 3787975 by Ryan.Vance
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
[CL 3794679 by Mike Beach in Main branch]
2017-12-07 13:42:10 -05:00
|
|
|
}
|
|
|
|
|
else if (NumSamples == 2)
|
|
|
|
|
{
|
2019-10-11 15:33:31 -04:00
|
|
|
ResolveColorWideInternal<2, true>(RHICmdList, GraphicsPSOInit, CurrentFeatureLevel, SrcTexture, FmaskSRV, SrcOrigin, WideFilterWidth, DummyVB);
|
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3794640)
#lockdown Nick.Penwarden
#rb no.one
============================
MAJOR FEATURES & CHANGES
============================
Change 3543285 by Nick.Atamas
Merging using //UE4/Release-4.17/... -> //UE4/Dev-VR/... :
Fixed UEVR-852:
Adjusted Google Tango Plugins copyright to Copyright Google 2017.
Removed Apache 2.0 license.
Change 3767306 by Mike.Beach
Adopting a set of video capture fixes from Darren Pegg:
"Windows 7 : fix capture problems by reinitializing tracks, only active on windows < 8.0."
+ mirroring CL 3741444 ("Add windows 10 support to the application manifest"), which was needed for this
#jira UE-49870, UE-50217, UE-50227, UE-50224
Change 3767317 by Mike.Beach
[MR] Fixing up the mixed reality framework's async BP nodes (handling MediaPlayer assets set to not play-on-open - preventing a crash and keeping the stream playing), so they work with the changes to the WMF media player introduced in CL 3767306.
#jira UEVR-910
Change 3767484 by Mike.Beach
Correcting user facing messages/tooltips to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3767489 by Mike.Beach
Correcting source comment to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3768155 by Ryan.Vance
#jira UE-52089
Fixing cardboard only rendering in one eye.
Change 3769011 by Douglas.Copeland
Removing Clipping Planes from TM-HMDNodes (Level and LevelBP. Feature removed). Rebuilding Map.
Change 3769195 by Douglas.Copeland
Removing AA PostProcessing Volumes in TM-VRSmoke. AA does not change via PP Volumes since 4.14
Change 3769256 by Douglas.Copeland
Removing TM-VRLandscapeFoliage Map. Never used in suite/bloat.
Change 3769453 by Douglas.Copeland
Resaving content to resolve engine content warning
Change 3771076 by Keli.Hlodversson
Add missing const to a ref parameter.
Change 3771141 by Keli.Hlodversson
Fix world locked stereo layer positions on SteamVR when there is a camera component representing the HMD.
#jira UE-52353
Change 3771602 by Mike.Beach
Replacing temp Rift controller models with official ones from Oculus.
#jira UEVR-830
Change 3774877 by Mike.Beach
Refining MR calibration (WIP)...
- New alignment process [WIP]
- More modular calibration steps (for easier refactoring)
- Stubbed in phase for lens calibration
- Centralized interface for debug (dev) settings
Change 3774880 by Mike.Beach
Adopted changes from Oculus (SI1.21); stubbing in functionality for:
- Lens matched shading
- Dynamic screen refresh rate switching
- Added BP API calls: GetGPUUtilization, GetTiledMultiresLevel , SetTiledMultiresLevel, GetDeviceName, GetAvailableDisplayFrequencies, GetCurrentDisplayFrequency, SetDisplayFrequency
Change 3774922 by Mike.Beach
Attempting CIS fix.
Change 3774972 by Mike.Beach
Making it so you can override the material on model components from the various XR systems (via MotionController component).
Change 3774974 by Mike.Beach
Missing assets from CL 3774877.
Change 3775128 by Nick.Atamas
Merging //UE4/Partner-Google-VR @ CL 3770408 to Dev-VR (//UE4/Dev-VR)
Change 3776135 by Mike.Beach
MR [WIP] - Updating the calibration save process .
- Now save after each calibration step
- Stubbed in save data for lens distortion
- Track progress and load you to the first incomplete calibration step
Change 3777110 by Mike.Beach
[WIP] MR - Adding ability to easily mirror monitor screen.
Change 3777146 by Mike.Beach
Removing superflous ensure that some of us were hitting.
Change 3777417 by Mike.Beach
[WIP] MR - Fixing alignment adjustment controls to match mirrored monitor.
Change 3777436 by Nick.Atamas
Initial check in of AugmentedReality module and ARKit support for it.
Also adding QAARApp to test the use of these systems.
Change 3778009 by Nick.Atamas
Missing file
Change 3778067 by Nick.Atamas
Fixing CIS
Change 3778155 by Nick.Atamas
Spot merging CL 3777463 //UE4/Partner-Google-VR to //UE4/Dev-VR
Change 3778209 by Nick.Atamas
More CIS fixing.
Change 3778821 by Mike.Beach
[WIP] MR - Moving the alignment point system to pull from an easily modifiable DataTable (so we can change easily).
Change 3779431 by Joe.Graf
Merging using //UE4/Dev-Editor/_to_//UE4/Dev-VR/
Change 3780822 by Keli.Hlodversson
Adding OpenCV binaries plus build script to automatically fetch and rebuild it
#jira UE-52725
Change 3781037 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781046 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781049 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781129 by Joe.Graf
Fixed the warning generated by OpenCV.Build.cs
Change 3783476 by Mike.Beach
Attempt at fixing Win32 CIS errors.
Change 3783845 by Martin.Wilson
Allow deprecated properties to still be accessed in blueprints so long as they have Blueprint Getters and Setters. Allows us to have a clean deprecation path for blueprint accessed properties
Change 3784397 by Jeff.Fisher
UE-51390 GitHub 4141 : Allow VR plugins to have multiple viewports and rotated eye orientations
PR #4141: Allow VR plugins to have multiple viewports and rotated eye orientations (Contributed by AustinPuk-Conffx)
-This loosens some assumptions in the api about how many stereo render passes there are to allow plugins to implement more than we currently use for any of our plugins.
-It also starts to replace some comparison test logic with the stereo pass enum values with IStereoRendering helper functions, do avoid duplicating the expressions all over.
#jira UE-51390
#review-3779148
Change 3784545 by Jeff.Fisher
Build fix for cl 3784397, made a local variable name unique.
Change 3784553 by Chance.Ivey
Stubbing Mobile AR Template files. Needs logic, icons and copy.
Change 3784570 by Jeff.Fisher
fix for cl 3784397
-Reverted monoscopicfarfield default change, accidentaly submit
Change 3785134 by Mike.Beach
[WIP] MR - Correcting some of the alignment algorithms & adding a preview key for the new alignment.
Change 3787180 by Mike.Beach
Fixing up CIS
#jira UE-52998, UE-52996
Change 3787272 by Mike.Beach
Adopted changes from the anim team - Followup to CL 3787240.
The LiveLink framework is now implementing the new IMotionController interface, and supplying tracking+ data through the engine's MotionController components.
#jira UE-52783
Change 3787454 by Jeff.Fisher
Adding brackets after if as specific in code review.
Change 3787591 by Keli.Hlodversson
Add tps files for OpenCV
Change 3788478 by Mike.Beach
Switching over the MR calibration process to use the new MotionController source ID (rather than the deprecated Hand enum). Also, adding device attachment selection to the first calibration step and switching it to use the new modular interface system.
#jira UEVR-1042, UEVR-1045, UEVR-1046
Change 3789836 by Jeff.Fisher
UE-53069 Editor crashes on open without SteamVR attached
-needed to check we are in stereo and device exists.
-Note just having the morpheus plugin enabled creates a device, so you need to have that disabled to reproduce this bug
#jira UE-53069
Change 3789841 by Mike.Beach
CIS fix - fallout from CL 3787272.
Change 3790102 by Jeff.Fisher
UE-53079 Packaging for android results in a critical error referencing global shader FHdrCustomResolveFMask4xPS
-Android shader compiler is a bit pickier on parameter matching, fixed the parameter.
#jira UE-53079
Change 3790174 by Jeff.Fisher
UE-53084 Mac editor crashes on open, Failed to compile global shader FWideCustomResolve8_2x_truePS
-Another shader parameter match.
#jira UE-53084
Change 3791727 by Mike.Beach
Fallout from CL 3787272 - missed use of now deprecated Hand property on MotionController components.
#jira UE-53080
Change 3766717 by Mike.Beach
Adding a TrackingToWorld transform to IXRTrackingSystem - default impl updates the cached transform once per frame (at the begining) and determines it from the project's camera setup (making the assumption the camera's root is the XR origin).
Change 3771327 by Ryan.Vance
#jira UE-52513
Fixing console rendering. The ortho projections were taking screen percentage of the panel into account for size instead of pixeldensity * ideal size.
Change 3773348 by Mike.Beach
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
Change 3787240 by Mike.Beach
Adopting IMotionController changes from anim team (in support of LiveLink)...
- MotionControllerComponent EControllerHand Hand is deprecated, replaced by FName MotionSource
- Blueprint get set nodes for the Hand property will still function but will warn as deprecated, this is achieved via using deprecated BlueprintGetter and BlueprintSetter on the property (plus a change to UHT to allow that to compile)
- MotionSource Setter node has pin customization to show choice box instead of standard FName text box.
- New base class for motion controllers XRMotionControllerBase.h/cpp
- Provides default implementations for new functions (Enumerate Source, Custom Parameter etc)
- Provides wrapper functions that take EControllerHand so that the controllers themselves dont have to change.
- Motion Source custom choice box. Polls MotionControllers for sources via EnumerateSources interface. Also allows custom text type in. Is Exposed to details panel and setter pin (as above).
- Added a Dev-VR custom version for reading the Hand property and moving it to MotionSource
#jira UE-52783
Change 3787975 by Ryan.Vance
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
[CL 3794679 by Mike Beach in Main branch]
2017-12-07 13:42:10 -05:00
|
|
|
}
|
|
|
|
|
else if (NumSamples == 4)
|
|
|
|
|
{
|
2019-10-11 15:33:31 -04:00
|
|
|
ResolveColorWideInternal<4, true>(RHICmdList, GraphicsPSOInit, CurrentFeatureLevel, SrcTexture, FmaskSRV, SrcOrigin, WideFilterWidth, DummyVB);
|
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3794640)
#lockdown Nick.Penwarden
#rb no.one
============================
MAJOR FEATURES & CHANGES
============================
Change 3543285 by Nick.Atamas
Merging using //UE4/Release-4.17/... -> //UE4/Dev-VR/... :
Fixed UEVR-852:
Adjusted Google Tango Plugins copyright to Copyright Google 2017.
Removed Apache 2.0 license.
Change 3767306 by Mike.Beach
Adopting a set of video capture fixes from Darren Pegg:
"Windows 7 : fix capture problems by reinitializing tracks, only active on windows < 8.0."
+ mirroring CL 3741444 ("Add windows 10 support to the application manifest"), which was needed for this
#jira UE-49870, UE-50217, UE-50227, UE-50224
Change 3767317 by Mike.Beach
[MR] Fixing up the mixed reality framework's async BP nodes (handling MediaPlayer assets set to not play-on-open - preventing a crash and keeping the stream playing), so they work with the changes to the WMF media player introduced in CL 3767306.
#jira UEVR-910
Change 3767484 by Mike.Beach
Correcting user facing messages/tooltips to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3767489 by Mike.Beach
Correcting source comment to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3768155 by Ryan.Vance
#jira UE-52089
Fixing cardboard only rendering in one eye.
Change 3769011 by Douglas.Copeland
Removing Clipping Planes from TM-HMDNodes (Level and LevelBP. Feature removed). Rebuilding Map.
Change 3769195 by Douglas.Copeland
Removing AA PostProcessing Volumes in TM-VRSmoke. AA does not change via PP Volumes since 4.14
Change 3769256 by Douglas.Copeland
Removing TM-VRLandscapeFoliage Map. Never used in suite/bloat.
Change 3769453 by Douglas.Copeland
Resaving content to resolve engine content warning
Change 3771076 by Keli.Hlodversson
Add missing const to a ref parameter.
Change 3771141 by Keli.Hlodversson
Fix world locked stereo layer positions on SteamVR when there is a camera component representing the HMD.
#jira UE-52353
Change 3771602 by Mike.Beach
Replacing temp Rift controller models with official ones from Oculus.
#jira UEVR-830
Change 3774877 by Mike.Beach
Refining MR calibration (WIP)...
- New alignment process [WIP]
- More modular calibration steps (for easier refactoring)
- Stubbed in phase for lens calibration
- Centralized interface for debug (dev) settings
Change 3774880 by Mike.Beach
Adopted changes from Oculus (SI1.21); stubbing in functionality for:
- Lens matched shading
- Dynamic screen refresh rate switching
- Added BP API calls: GetGPUUtilization, GetTiledMultiresLevel , SetTiledMultiresLevel, GetDeviceName, GetAvailableDisplayFrequencies, GetCurrentDisplayFrequency, SetDisplayFrequency
Change 3774922 by Mike.Beach
Attempting CIS fix.
Change 3774972 by Mike.Beach
Making it so you can override the material on model components from the various XR systems (via MotionController component).
Change 3774974 by Mike.Beach
Missing assets from CL 3774877.
Change 3775128 by Nick.Atamas
Merging //UE4/Partner-Google-VR @ CL 3770408 to Dev-VR (//UE4/Dev-VR)
Change 3776135 by Mike.Beach
MR [WIP] - Updating the calibration save process .
- Now save after each calibration step
- Stubbed in save data for lens distortion
- Track progress and load you to the first incomplete calibration step
Change 3777110 by Mike.Beach
[WIP] MR - Adding ability to easily mirror monitor screen.
Change 3777146 by Mike.Beach
Removing superflous ensure that some of us were hitting.
Change 3777417 by Mike.Beach
[WIP] MR - Fixing alignment adjustment controls to match mirrored monitor.
Change 3777436 by Nick.Atamas
Initial check in of AugmentedReality module and ARKit support for it.
Also adding QAARApp to test the use of these systems.
Change 3778009 by Nick.Atamas
Missing file
Change 3778067 by Nick.Atamas
Fixing CIS
Change 3778155 by Nick.Atamas
Spot merging CL 3777463 //UE4/Partner-Google-VR to //UE4/Dev-VR
Change 3778209 by Nick.Atamas
More CIS fixing.
Change 3778821 by Mike.Beach
[WIP] MR - Moving the alignment point system to pull from an easily modifiable DataTable (so we can change easily).
Change 3779431 by Joe.Graf
Merging using //UE4/Dev-Editor/_to_//UE4/Dev-VR/
Change 3780822 by Keli.Hlodversson
Adding OpenCV binaries plus build script to automatically fetch and rebuild it
#jira UE-52725
Change 3781037 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781046 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781049 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781129 by Joe.Graf
Fixed the warning generated by OpenCV.Build.cs
Change 3783476 by Mike.Beach
Attempt at fixing Win32 CIS errors.
Change 3783845 by Martin.Wilson
Allow deprecated properties to still be accessed in blueprints so long as they have Blueprint Getters and Setters. Allows us to have a clean deprecation path for blueprint accessed properties
Change 3784397 by Jeff.Fisher
UE-51390 GitHub 4141 : Allow VR plugins to have multiple viewports and rotated eye orientations
PR #4141: Allow VR plugins to have multiple viewports and rotated eye orientations (Contributed by AustinPuk-Conffx)
-This loosens some assumptions in the api about how many stereo render passes there are to allow plugins to implement more than we currently use for any of our plugins.
-It also starts to replace some comparison test logic with the stereo pass enum values with IStereoRendering helper functions, do avoid duplicating the expressions all over.
#jira UE-51390
#review-3779148
Change 3784545 by Jeff.Fisher
Build fix for cl 3784397, made a local variable name unique.
Change 3784553 by Chance.Ivey
Stubbing Mobile AR Template files. Needs logic, icons and copy.
Change 3784570 by Jeff.Fisher
fix for cl 3784397
-Reverted monoscopicfarfield default change, accidentaly submit
Change 3785134 by Mike.Beach
[WIP] MR - Correcting some of the alignment algorithms & adding a preview key for the new alignment.
Change 3787180 by Mike.Beach
Fixing up CIS
#jira UE-52998, UE-52996
Change 3787272 by Mike.Beach
Adopted changes from the anim team - Followup to CL 3787240.
The LiveLink framework is now implementing the new IMotionController interface, and supplying tracking+ data through the engine's MotionController components.
#jira UE-52783
Change 3787454 by Jeff.Fisher
Adding brackets after if as specific in code review.
Change 3787591 by Keli.Hlodversson
Add tps files for OpenCV
Change 3788478 by Mike.Beach
Switching over the MR calibration process to use the new MotionController source ID (rather than the deprecated Hand enum). Also, adding device attachment selection to the first calibration step and switching it to use the new modular interface system.
#jira UEVR-1042, UEVR-1045, UEVR-1046
Change 3789836 by Jeff.Fisher
UE-53069 Editor crashes on open without SteamVR attached
-needed to check we are in stereo and device exists.
-Note just having the morpheus plugin enabled creates a device, so you need to have that disabled to reproduce this bug
#jira UE-53069
Change 3789841 by Mike.Beach
CIS fix - fallout from CL 3787272.
Change 3790102 by Jeff.Fisher
UE-53079 Packaging for android results in a critical error referencing global shader FHdrCustomResolveFMask4xPS
-Android shader compiler is a bit pickier on parameter matching, fixed the parameter.
#jira UE-53079
Change 3790174 by Jeff.Fisher
UE-53084 Mac editor crashes on open, Failed to compile global shader FWideCustomResolve8_2x_truePS
-Another shader parameter match.
#jira UE-53084
Change 3791727 by Mike.Beach
Fallout from CL 3787272 - missed use of now deprecated Hand property on MotionController components.
#jira UE-53080
Change 3766717 by Mike.Beach
Adding a TrackingToWorld transform to IXRTrackingSystem - default impl updates the cached transform once per frame (at the begining) and determines it from the project's camera setup (making the assumption the camera's root is the XR origin).
Change 3771327 by Ryan.Vance
#jira UE-52513
Fixing console rendering. The ortho projections were taking screen percentage of the panel into account for size instead of pixeldensity * ideal size.
Change 3773348 by Mike.Beach
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
Change 3787240 by Mike.Beach
Adopting IMotionController changes from anim team (in support of LiveLink)...
- MotionControllerComponent EControllerHand Hand is deprecated, replaced by FName MotionSource
- Blueprint get set nodes for the Hand property will still function but will warn as deprecated, this is achieved via using deprecated BlueprintGetter and BlueprintSetter on the property (plus a change to UHT to allow that to compile)
- MotionSource Setter node has pin customization to show choice box instead of standard FName text box.
- New base class for motion controllers XRMotionControllerBase.h/cpp
- Provides default implementations for new functions (Enumerate Source, Custom Parameter etc)
- Provides wrapper functions that take EControllerHand so that the controllers themselves dont have to change.
- Motion Source custom choice box. Polls MotionControllers for sources via EnumerateSources interface. Also allows custom text type in. Is Exposed to details panel and setter pin (as above).
- Added a Dev-VR custom version for reading the Hand property and moving it to MotionSource
#jira UE-52783
Change 3787975 by Ryan.Vance
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
[CL 3794679 by Mike Beach in Main branch]
2017-12-07 13:42:10 -05:00
|
|
|
}
|
|
|
|
|
else if (NumSamples == 8)
|
|
|
|
|
{
|
2019-10-11 15:33:31 -04:00
|
|
|
ResolveColorWideInternal<8, true>(RHICmdList, GraphicsPSOInit, CurrentFeatureLevel, SrcTexture, FmaskSRV, SrcOrigin, WideFilterWidth, DummyVB);
|
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3794640)
#lockdown Nick.Penwarden
#rb no.one
============================
MAJOR FEATURES & CHANGES
============================
Change 3543285 by Nick.Atamas
Merging using //UE4/Release-4.17/... -> //UE4/Dev-VR/... :
Fixed UEVR-852:
Adjusted Google Tango Plugins copyright to Copyright Google 2017.
Removed Apache 2.0 license.
Change 3767306 by Mike.Beach
Adopting a set of video capture fixes from Darren Pegg:
"Windows 7 : fix capture problems by reinitializing tracks, only active on windows < 8.0."
+ mirroring CL 3741444 ("Add windows 10 support to the application manifest"), which was needed for this
#jira UE-49870, UE-50217, UE-50227, UE-50224
Change 3767317 by Mike.Beach
[MR] Fixing up the mixed reality framework's async BP nodes (handling MediaPlayer assets set to not play-on-open - preventing a crash and keeping the stream playing), so they work with the changes to the WMF media player introduced in CL 3767306.
#jira UEVR-910
Change 3767484 by Mike.Beach
Correcting user facing messages/tooltips to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3767489 by Mike.Beach
Correcting source comment to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3768155 by Ryan.Vance
#jira UE-52089
Fixing cardboard only rendering in one eye.
Change 3769011 by Douglas.Copeland
Removing Clipping Planes from TM-HMDNodes (Level and LevelBP. Feature removed). Rebuilding Map.
Change 3769195 by Douglas.Copeland
Removing AA PostProcessing Volumes in TM-VRSmoke. AA does not change via PP Volumes since 4.14
Change 3769256 by Douglas.Copeland
Removing TM-VRLandscapeFoliage Map. Never used in suite/bloat.
Change 3769453 by Douglas.Copeland
Resaving content to resolve engine content warning
Change 3771076 by Keli.Hlodversson
Add missing const to a ref parameter.
Change 3771141 by Keli.Hlodversson
Fix world locked stereo layer positions on SteamVR when there is a camera component representing the HMD.
#jira UE-52353
Change 3771602 by Mike.Beach
Replacing temp Rift controller models with official ones from Oculus.
#jira UEVR-830
Change 3774877 by Mike.Beach
Refining MR calibration (WIP)...
- New alignment process [WIP]
- More modular calibration steps (for easier refactoring)
- Stubbed in phase for lens calibration
- Centralized interface for debug (dev) settings
Change 3774880 by Mike.Beach
Adopted changes from Oculus (SI1.21); stubbing in functionality for:
- Lens matched shading
- Dynamic screen refresh rate switching
- Added BP API calls: GetGPUUtilization, GetTiledMultiresLevel , SetTiledMultiresLevel, GetDeviceName, GetAvailableDisplayFrequencies, GetCurrentDisplayFrequency, SetDisplayFrequency
Change 3774922 by Mike.Beach
Attempting CIS fix.
Change 3774972 by Mike.Beach
Making it so you can override the material on model components from the various XR systems (via MotionController component).
Change 3774974 by Mike.Beach
Missing assets from CL 3774877.
Change 3775128 by Nick.Atamas
Merging //UE4/Partner-Google-VR @ CL 3770408 to Dev-VR (//UE4/Dev-VR)
Change 3776135 by Mike.Beach
MR [WIP] - Updating the calibration save process .
- Now save after each calibration step
- Stubbed in save data for lens distortion
- Track progress and load you to the first incomplete calibration step
Change 3777110 by Mike.Beach
[WIP] MR - Adding ability to easily mirror monitor screen.
Change 3777146 by Mike.Beach
Removing superflous ensure that some of us were hitting.
Change 3777417 by Mike.Beach
[WIP] MR - Fixing alignment adjustment controls to match mirrored monitor.
Change 3777436 by Nick.Atamas
Initial check in of AugmentedReality module and ARKit support for it.
Also adding QAARApp to test the use of these systems.
Change 3778009 by Nick.Atamas
Missing file
Change 3778067 by Nick.Atamas
Fixing CIS
Change 3778155 by Nick.Atamas
Spot merging CL 3777463 //UE4/Partner-Google-VR to //UE4/Dev-VR
Change 3778209 by Nick.Atamas
More CIS fixing.
Change 3778821 by Mike.Beach
[WIP] MR - Moving the alignment point system to pull from an easily modifiable DataTable (so we can change easily).
Change 3779431 by Joe.Graf
Merging using //UE4/Dev-Editor/_to_//UE4/Dev-VR/
Change 3780822 by Keli.Hlodversson
Adding OpenCV binaries plus build script to automatically fetch and rebuild it
#jira UE-52725
Change 3781037 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781046 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781049 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781129 by Joe.Graf
Fixed the warning generated by OpenCV.Build.cs
Change 3783476 by Mike.Beach
Attempt at fixing Win32 CIS errors.
Change 3783845 by Martin.Wilson
Allow deprecated properties to still be accessed in blueprints so long as they have Blueprint Getters and Setters. Allows us to have a clean deprecation path for blueprint accessed properties
Change 3784397 by Jeff.Fisher
UE-51390 GitHub 4141 : Allow VR plugins to have multiple viewports and rotated eye orientations
PR #4141: Allow VR plugins to have multiple viewports and rotated eye orientations (Contributed by AustinPuk-Conffx)
-This loosens some assumptions in the api about how many stereo render passes there are to allow plugins to implement more than we currently use for any of our plugins.
-It also starts to replace some comparison test logic with the stereo pass enum values with IStereoRendering helper functions, do avoid duplicating the expressions all over.
#jira UE-51390
#review-3779148
Change 3784545 by Jeff.Fisher
Build fix for cl 3784397, made a local variable name unique.
Change 3784553 by Chance.Ivey
Stubbing Mobile AR Template files. Needs logic, icons and copy.
Change 3784570 by Jeff.Fisher
fix for cl 3784397
-Reverted monoscopicfarfield default change, accidentaly submit
Change 3785134 by Mike.Beach
[WIP] MR - Correcting some of the alignment algorithms & adding a preview key for the new alignment.
Change 3787180 by Mike.Beach
Fixing up CIS
#jira UE-52998, UE-52996
Change 3787272 by Mike.Beach
Adopted changes from the anim team - Followup to CL 3787240.
The LiveLink framework is now implementing the new IMotionController interface, and supplying tracking+ data through the engine's MotionController components.
#jira UE-52783
Change 3787454 by Jeff.Fisher
Adding brackets after if as specific in code review.
Change 3787591 by Keli.Hlodversson
Add tps files for OpenCV
Change 3788478 by Mike.Beach
Switching over the MR calibration process to use the new MotionController source ID (rather than the deprecated Hand enum). Also, adding device attachment selection to the first calibration step and switching it to use the new modular interface system.
#jira UEVR-1042, UEVR-1045, UEVR-1046
Change 3789836 by Jeff.Fisher
UE-53069 Editor crashes on open without SteamVR attached
-needed to check we are in stereo and device exists.
-Note just having the morpheus plugin enabled creates a device, so you need to have that disabled to reproduce this bug
#jira UE-53069
Change 3789841 by Mike.Beach
CIS fix - fallout from CL 3787272.
Change 3790102 by Jeff.Fisher
UE-53079 Packaging for android results in a critical error referencing global shader FHdrCustomResolveFMask4xPS
-Android shader compiler is a bit pickier on parameter matching, fixed the parameter.
#jira UE-53079
Change 3790174 by Jeff.Fisher
UE-53084 Mac editor crashes on open, Failed to compile global shader FWideCustomResolve8_2x_truePS
-Another shader parameter match.
#jira UE-53084
Change 3791727 by Mike.Beach
Fallout from CL 3787272 - missed use of now deprecated Hand property on MotionController components.
#jira UE-53080
Change 3766717 by Mike.Beach
Adding a TrackingToWorld transform to IXRTrackingSystem - default impl updates the cached transform once per frame (at the begining) and determines it from the project's camera setup (making the assumption the camera's root is the XR origin).
Change 3771327 by Ryan.Vance
#jira UE-52513
Fixing console rendering. The ortho projections were taking screen percentage of the panel into account for size instead of pixeldensity * ideal size.
Change 3773348 by Mike.Beach
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
Change 3787240 by Mike.Beach
Adopting IMotionController changes from anim team (in support of LiveLink)...
- MotionControllerComponent EControllerHand Hand is deprecated, replaced by FName MotionSource
- Blueprint get set nodes for the Hand property will still function but will warn as deprecated, this is achieved via using deprecated BlueprintGetter and BlueprintSetter on the property (plus a change to UHT to allow that to compile)
- MotionSource Setter node has pin customization to show choice box instead of standard FName text box.
- New base class for motion controllers XRMotionControllerBase.h/cpp
- Provides default implementations for new functions (Enumerate Source, Custom Parameter etc)
- Provides wrapper functions that take EControllerHand so that the controllers themselves dont have to change.
- Motion Source custom choice box. Polls MotionControllers for sources via EnumerateSources interface. Also allows custom text type in. Is Exposed to details panel and setter pin (as above).
- Added a Dev-VR custom version for reading the Hand property and moving it to MotionSource
#jira UE-52783
Change 3787975 by Ryan.Vance
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
[CL 3794679 by Mike Beach in Main branch]
2017-12-07 13:42:10 -05:00
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
// Need to implement more.
|
|
|
|
|
check(0);
|
|
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|
|
}
|
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3055495 on 2016/07/19 by Marc.Olano
Allow Noise material node on mobile
No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions.
#jira UE-33345
Change 3055602 on 2016/07/19 by Luke.Thatcher
Fix crash bug in D3D11 RHI when selecting adapters.
- Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device).
#jira UE-33236
Change 3055890 on 2016/07/19 by Daniel.Wright
Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was
Change 3055891 on 2016/07/19 by Daniel.Wright
Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports
* This will effectively double partial distiance field update costs until clipping of the update regions is implemented
Change 3055892 on 2016/07/19 by Daniel.Wright
Higher poly light source shapes drawn into reflection captures
Change 3055893 on 2016/07/19 by Daniel.Wright
More info to 'Incompatible surface format' GNM assert
Change 3055904 on 2016/07/19 by Daniel.Wright
Reflection environment normalization improvements
* Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely.
* When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene.
* Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data.
* The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness
* Removed unused r.DiffuseFromCaptures
* Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8
Change 3055905 on 2016/07/19 by Daniel.Wright
Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV
Change 3059486 on 2016/07/21 by Nick.Penwarden
Testing #uecritical
Change 3060558 on 2016/07/21 by Daniel.Wright
Fixed skylight with specified cubemap being black
Change 3061999 on 2016/07/22 by Marcus.Wassmer
Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up.
Change 3062241 on 2016/07/22 by Daniel.Wright
Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms
Change 3062244 on 2016/07/22 by Daniel.Wright
Discard old prenormalized reflection environment data on load
Change 3062283 on 2016/07/22 by Daniel.Wright
MSAA support for the forward renderer
* AntiAliasing method is chosen in Rendering project settings, DefaultSettings category
* Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing
* Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA
* The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content
* Added r.MSAACount which defaults to 4
* Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve
* GBuffer targets are no longer allocated when using the forward renderer
* Decal blend modes that write to the GBuffer fall back to SceneColor emissive only
Change 3062666 on 2016/07/23 by Uriel.Doyon
Added legend to streaming accuracy viewmodes
Added a new helper class FRenderTargetTemp to be reused in different canvas rendering.
Exposed the pass through pixel shader so that it can be reused.
#review-3058986 @marcus.wassmer
Change 3063023 on 2016/07/25 by Luke.Thatcher
Fix "RecompileShaders Changed" when using Cook On The Fly.
#jira UE-33573
Change 3063078 on 2016/07/25 by Ben.Woodhouse
Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc
Change 3063315 on 2016/07/25 by Ben.Woodhouse
Fix div 0 in motion blur. This caused artifacts in some fairly common cases
#jira UE-32331
Change 3063897 on 2016/07/25 by Uriel.Doyon
Fixed missing qualifier on interpolants
Change 3064559 on 2016/07/26 by Ben.Woodhouse
Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
Tested fix on xbox, PC and PS4, using QAGame
#jira UE-28592
Change 3064896 on 2016/07/26 by Ben.Woodhouse
Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16)
Change 3064913 on 2016/07/26 by Ben.Marsh
Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings.
Change 3065326 on 2016/07/26 by Uriel.Doyon
Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
#jira UE-32585
Change 3065541 on 2016/07/26 by Daniel.Wright
Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading
Change 3065543 on 2016/07/26 by Daniel.Wright
Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
Change 3065545 on 2016/07/26 by Daniel.Wright
Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale.
Fixed reflection capture feedback with base pass reflections
Change 3066783 on 2016/07/27 by Daniel.Wright
Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot
Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3)
Change 3066794 on 2016/07/27 by Daniel.Wright
Fixed crash rendering planar reflections due to NULL PostProcessSettings
Change 3067412 on 2016/07/27 by Daniel.Wright
Fix for OpenGL4 with uint interpolator
Change 3068470 on 2016/07/28 by Daniel.Wright
Fixed crash rendering translucency with translucent shadows which were determined to be invisible
Change 3069046 on 2016/07/28 by Daniel.Wright
Handle null Family in SetupAntiAliasingMethod
Change 3069059 on 2016/07/28 by Daniel.Wright
Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface)
Change 3069391 on 2016/07/28 by Daniel.Wright
Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright
Change 3070369 on 2016/07/29 by Daniel.Wright
r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing
Change 3070370 on 2016/07/29 by Daniel.Wright
Bumped reflection capture DDC version to get rid of legacy prenormalized data
Change 3070680 on 2016/07/29 by Marcus.Wassmer
Fix slate ensure that is most likely a timing issue exposed by rendering.
#ue-33902
Change 3070811 on 2016/07/29 by Marcus.Wassmer
Fix ProjectLauncher errors when loading old versions
#ue-33939
Change 3070971 on 2016/07/29 by Uriel.Doyon
Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory
Change 3071452 on 2016/07/31 by Uriel.Doyon
Updated the legend description for the (texture streaming) primitive distance accuracy view mode
[CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3794640)
#lockdown Nick.Penwarden
#rb no.one
============================
MAJOR FEATURES & CHANGES
============================
Change 3543285 by Nick.Atamas
Merging using //UE4/Release-4.17/... -> //UE4/Dev-VR/... :
Fixed UEVR-852:
Adjusted Google Tango Plugins copyright to Copyright Google 2017.
Removed Apache 2.0 license.
Change 3767306 by Mike.Beach
Adopting a set of video capture fixes from Darren Pegg:
"Windows 7 : fix capture problems by reinitializing tracks, only active on windows < 8.0."
+ mirroring CL 3741444 ("Add windows 10 support to the application manifest"), which was needed for this
#jira UE-49870, UE-50217, UE-50227, UE-50224
Change 3767317 by Mike.Beach
[MR] Fixing up the mixed reality framework's async BP nodes (handling MediaPlayer assets set to not play-on-open - preventing a crash and keeping the stream playing), so they work with the changes to the WMF media player introduced in CL 3767306.
#jira UEVR-910
Change 3767484 by Mike.Beach
Correcting user facing messages/tooltips to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3767489 by Mike.Beach
Correcting source comment to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3768155 by Ryan.Vance
#jira UE-52089
Fixing cardboard only rendering in one eye.
Change 3769011 by Douglas.Copeland
Removing Clipping Planes from TM-HMDNodes (Level and LevelBP. Feature removed). Rebuilding Map.
Change 3769195 by Douglas.Copeland
Removing AA PostProcessing Volumes in TM-VRSmoke. AA does not change via PP Volumes since 4.14
Change 3769256 by Douglas.Copeland
Removing TM-VRLandscapeFoliage Map. Never used in suite/bloat.
Change 3769453 by Douglas.Copeland
Resaving content to resolve engine content warning
Change 3771076 by Keli.Hlodversson
Add missing const to a ref parameter.
Change 3771141 by Keli.Hlodversson
Fix world locked stereo layer positions on SteamVR when there is a camera component representing the HMD.
#jira UE-52353
Change 3771602 by Mike.Beach
Replacing temp Rift controller models with official ones from Oculus.
#jira UEVR-830
Change 3774877 by Mike.Beach
Refining MR calibration (WIP)...
- New alignment process [WIP]
- More modular calibration steps (for easier refactoring)
- Stubbed in phase for lens calibration
- Centralized interface for debug (dev) settings
Change 3774880 by Mike.Beach
Adopted changes from Oculus (SI1.21); stubbing in functionality for:
- Lens matched shading
- Dynamic screen refresh rate switching
- Added BP API calls: GetGPUUtilization, GetTiledMultiresLevel , SetTiledMultiresLevel, GetDeviceName, GetAvailableDisplayFrequencies, GetCurrentDisplayFrequency, SetDisplayFrequency
Change 3774922 by Mike.Beach
Attempting CIS fix.
Change 3774972 by Mike.Beach
Making it so you can override the material on model components from the various XR systems (via MotionController component).
Change 3774974 by Mike.Beach
Missing assets from CL 3774877.
Change 3775128 by Nick.Atamas
Merging //UE4/Partner-Google-VR @ CL 3770408 to Dev-VR (//UE4/Dev-VR)
Change 3776135 by Mike.Beach
MR [WIP] - Updating the calibration save process .
- Now save after each calibration step
- Stubbed in save data for lens distortion
- Track progress and load you to the first incomplete calibration step
Change 3777110 by Mike.Beach
[WIP] MR - Adding ability to easily mirror monitor screen.
Change 3777146 by Mike.Beach
Removing superflous ensure that some of us were hitting.
Change 3777417 by Mike.Beach
[WIP] MR - Fixing alignment adjustment controls to match mirrored monitor.
Change 3777436 by Nick.Atamas
Initial check in of AugmentedReality module and ARKit support for it.
Also adding QAARApp to test the use of these systems.
Change 3778009 by Nick.Atamas
Missing file
Change 3778067 by Nick.Atamas
Fixing CIS
Change 3778155 by Nick.Atamas
Spot merging CL 3777463 //UE4/Partner-Google-VR to //UE4/Dev-VR
Change 3778209 by Nick.Atamas
More CIS fixing.
Change 3778821 by Mike.Beach
[WIP] MR - Moving the alignment point system to pull from an easily modifiable DataTable (so we can change easily).
Change 3779431 by Joe.Graf
Merging using //UE4/Dev-Editor/_to_//UE4/Dev-VR/
Change 3780822 by Keli.Hlodversson
Adding OpenCV binaries plus build script to automatically fetch and rebuild it
#jira UE-52725
Change 3781037 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781046 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781049 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781129 by Joe.Graf
Fixed the warning generated by OpenCV.Build.cs
Change 3783476 by Mike.Beach
Attempt at fixing Win32 CIS errors.
Change 3783845 by Martin.Wilson
Allow deprecated properties to still be accessed in blueprints so long as they have Blueprint Getters and Setters. Allows us to have a clean deprecation path for blueprint accessed properties
Change 3784397 by Jeff.Fisher
UE-51390 GitHub 4141 : Allow VR plugins to have multiple viewports and rotated eye orientations
PR #4141: Allow VR plugins to have multiple viewports and rotated eye orientations (Contributed by AustinPuk-Conffx)
-This loosens some assumptions in the api about how many stereo render passes there are to allow plugins to implement more than we currently use for any of our plugins.
-It also starts to replace some comparison test logic with the stereo pass enum values with IStereoRendering helper functions, do avoid duplicating the expressions all over.
#jira UE-51390
#review-3779148
Change 3784545 by Jeff.Fisher
Build fix for cl 3784397, made a local variable name unique.
Change 3784553 by Chance.Ivey
Stubbing Mobile AR Template files. Needs logic, icons and copy.
Change 3784570 by Jeff.Fisher
fix for cl 3784397
-Reverted monoscopicfarfield default change, accidentaly submit
Change 3785134 by Mike.Beach
[WIP] MR - Correcting some of the alignment algorithms & adding a preview key for the new alignment.
Change 3787180 by Mike.Beach
Fixing up CIS
#jira UE-52998, UE-52996
Change 3787272 by Mike.Beach
Adopted changes from the anim team - Followup to CL 3787240.
The LiveLink framework is now implementing the new IMotionController interface, and supplying tracking+ data through the engine's MotionController components.
#jira UE-52783
Change 3787454 by Jeff.Fisher
Adding brackets after if as specific in code review.
Change 3787591 by Keli.Hlodversson
Add tps files for OpenCV
Change 3788478 by Mike.Beach
Switching over the MR calibration process to use the new MotionController source ID (rather than the deprecated Hand enum). Also, adding device attachment selection to the first calibration step and switching it to use the new modular interface system.
#jira UEVR-1042, UEVR-1045, UEVR-1046
Change 3789836 by Jeff.Fisher
UE-53069 Editor crashes on open without SteamVR attached
-needed to check we are in stereo and device exists.
-Note just having the morpheus plugin enabled creates a device, so you need to have that disabled to reproduce this bug
#jira UE-53069
Change 3789841 by Mike.Beach
CIS fix - fallout from CL 3787272.
Change 3790102 by Jeff.Fisher
UE-53079 Packaging for android results in a critical error referencing global shader FHdrCustomResolveFMask4xPS
-Android shader compiler is a bit pickier on parameter matching, fixed the parameter.
#jira UE-53079
Change 3790174 by Jeff.Fisher
UE-53084 Mac editor crashes on open, Failed to compile global shader FWideCustomResolve8_2x_truePS
-Another shader parameter match.
#jira UE-53084
Change 3791727 by Mike.Beach
Fallout from CL 3787272 - missed use of now deprecated Hand property on MotionController components.
#jira UE-53080
Change 3766717 by Mike.Beach
Adding a TrackingToWorld transform to IXRTrackingSystem - default impl updates the cached transform once per frame (at the begining) and determines it from the project's camera setup (making the assumption the camera's root is the XR origin).
Change 3771327 by Ryan.Vance
#jira UE-52513
Fixing console rendering. The ortho projections were taking screen percentage of the panel into account for size instead of pixeldensity * ideal size.
Change 3773348 by Mike.Beach
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
Change 3787240 by Mike.Beach
Adopting IMotionController changes from anim team (in support of LiveLink)...
- MotionControllerComponent EControllerHand Hand is deprecated, replaced by FName MotionSource
- Blueprint get set nodes for the Hand property will still function but will warn as deprecated, this is achieved via using deprecated BlueprintGetter and BlueprintSetter on the property (plus a change to UHT to allow that to compile)
- MotionSource Setter node has pin customization to show choice box instead of standard FName text box.
- New base class for motion controllers XRMotionControllerBase.h/cpp
- Provides default implementations for new functions (Enumerate Source, Custom Parameter etc)
- Provides wrapper functions that take EControllerHand so that the controllers themselves dont have to change.
- Motion Source custom choice box. Polls MotionControllers for sources via EnumerateSources interface. Also allows custom text type in. Is Exposed to details panel and setter pin (as above).
- Added a Dev-VR custom version for reading the Hand property and moving it to MotionSource
#jira UE-52783
Change 3787975 by Ryan.Vance
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
[CL 3794679 by Mike Beach in Main branch]
2017-12-07 13:42:10 -05:00
|
|
|
if (NumSamples <= 1)
|
|
|
|
|
{
|
2019-10-11 15:33:31 -04:00
|
|
|
ResolveColorWideInternal2<1, 0, false>(RHICmdList, GraphicsPSOInit, CurrentFeatureLevel, SrcTexture, FmaskSRV, SrcOrigin, DummyVB);
|
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3794640)
#lockdown Nick.Penwarden
#rb no.one
============================
MAJOR FEATURES & CHANGES
============================
Change 3543285 by Nick.Atamas
Merging using //UE4/Release-4.17/... -> //UE4/Dev-VR/... :
Fixed UEVR-852:
Adjusted Google Tango Plugins copyright to Copyright Google 2017.
Removed Apache 2.0 license.
Change 3767306 by Mike.Beach
Adopting a set of video capture fixes from Darren Pegg:
"Windows 7 : fix capture problems by reinitializing tracks, only active on windows < 8.0."
+ mirroring CL 3741444 ("Add windows 10 support to the application manifest"), which was needed for this
#jira UE-49870, UE-50217, UE-50227, UE-50224
Change 3767317 by Mike.Beach
[MR] Fixing up the mixed reality framework's async BP nodes (handling MediaPlayer assets set to not play-on-open - preventing a crash and keeping the stream playing), so they work with the changes to the WMF media player introduced in CL 3767306.
#jira UEVR-910
Change 3767484 by Mike.Beach
Correcting user facing messages/tooltips to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3767489 by Mike.Beach
Correcting source comment to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3768155 by Ryan.Vance
#jira UE-52089
Fixing cardboard only rendering in one eye.
Change 3769011 by Douglas.Copeland
Removing Clipping Planes from TM-HMDNodes (Level and LevelBP. Feature removed). Rebuilding Map.
Change 3769195 by Douglas.Copeland
Removing AA PostProcessing Volumes in TM-VRSmoke. AA does not change via PP Volumes since 4.14
Change 3769256 by Douglas.Copeland
Removing TM-VRLandscapeFoliage Map. Never used in suite/bloat.
Change 3769453 by Douglas.Copeland
Resaving content to resolve engine content warning
Change 3771076 by Keli.Hlodversson
Add missing const to a ref parameter.
Change 3771141 by Keli.Hlodversson
Fix world locked stereo layer positions on SteamVR when there is a camera component representing the HMD.
#jira UE-52353
Change 3771602 by Mike.Beach
Replacing temp Rift controller models with official ones from Oculus.
#jira UEVR-830
Change 3774877 by Mike.Beach
Refining MR calibration (WIP)...
- New alignment process [WIP]
- More modular calibration steps (for easier refactoring)
- Stubbed in phase for lens calibration
- Centralized interface for debug (dev) settings
Change 3774880 by Mike.Beach
Adopted changes from Oculus (SI1.21); stubbing in functionality for:
- Lens matched shading
- Dynamic screen refresh rate switching
- Added BP API calls: GetGPUUtilization, GetTiledMultiresLevel , SetTiledMultiresLevel, GetDeviceName, GetAvailableDisplayFrequencies, GetCurrentDisplayFrequency, SetDisplayFrequency
Change 3774922 by Mike.Beach
Attempting CIS fix.
Change 3774972 by Mike.Beach
Making it so you can override the material on model components from the various XR systems (via MotionController component).
Change 3774974 by Mike.Beach
Missing assets from CL 3774877.
Change 3775128 by Nick.Atamas
Merging //UE4/Partner-Google-VR @ CL 3770408 to Dev-VR (//UE4/Dev-VR)
Change 3776135 by Mike.Beach
MR [WIP] - Updating the calibration save process .
- Now save after each calibration step
- Stubbed in save data for lens distortion
- Track progress and load you to the first incomplete calibration step
Change 3777110 by Mike.Beach
[WIP] MR - Adding ability to easily mirror monitor screen.
Change 3777146 by Mike.Beach
Removing superflous ensure that some of us were hitting.
Change 3777417 by Mike.Beach
[WIP] MR - Fixing alignment adjustment controls to match mirrored monitor.
Change 3777436 by Nick.Atamas
Initial check in of AugmentedReality module and ARKit support for it.
Also adding QAARApp to test the use of these systems.
Change 3778009 by Nick.Atamas
Missing file
Change 3778067 by Nick.Atamas
Fixing CIS
Change 3778155 by Nick.Atamas
Spot merging CL 3777463 //UE4/Partner-Google-VR to //UE4/Dev-VR
Change 3778209 by Nick.Atamas
More CIS fixing.
Change 3778821 by Mike.Beach
[WIP] MR - Moving the alignment point system to pull from an easily modifiable DataTable (so we can change easily).
Change 3779431 by Joe.Graf
Merging using //UE4/Dev-Editor/_to_//UE4/Dev-VR/
Change 3780822 by Keli.Hlodversson
Adding OpenCV binaries plus build script to automatically fetch and rebuild it
#jira UE-52725
Change 3781037 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781046 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781049 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781129 by Joe.Graf
Fixed the warning generated by OpenCV.Build.cs
Change 3783476 by Mike.Beach
Attempt at fixing Win32 CIS errors.
Change 3783845 by Martin.Wilson
Allow deprecated properties to still be accessed in blueprints so long as they have Blueprint Getters and Setters. Allows us to have a clean deprecation path for blueprint accessed properties
Change 3784397 by Jeff.Fisher
UE-51390 GitHub 4141 : Allow VR plugins to have multiple viewports and rotated eye orientations
PR #4141: Allow VR plugins to have multiple viewports and rotated eye orientations (Contributed by AustinPuk-Conffx)
-This loosens some assumptions in the api about how many stereo render passes there are to allow plugins to implement more than we currently use for any of our plugins.
-It also starts to replace some comparison test logic with the stereo pass enum values with IStereoRendering helper functions, do avoid duplicating the expressions all over.
#jira UE-51390
#review-3779148
Change 3784545 by Jeff.Fisher
Build fix for cl 3784397, made a local variable name unique.
Change 3784553 by Chance.Ivey
Stubbing Mobile AR Template files. Needs logic, icons and copy.
Change 3784570 by Jeff.Fisher
fix for cl 3784397
-Reverted monoscopicfarfield default change, accidentaly submit
Change 3785134 by Mike.Beach
[WIP] MR - Correcting some of the alignment algorithms & adding a preview key for the new alignment.
Change 3787180 by Mike.Beach
Fixing up CIS
#jira UE-52998, UE-52996
Change 3787272 by Mike.Beach
Adopted changes from the anim team - Followup to CL 3787240.
The LiveLink framework is now implementing the new IMotionController interface, and supplying tracking+ data through the engine's MotionController components.
#jira UE-52783
Change 3787454 by Jeff.Fisher
Adding brackets after if as specific in code review.
Change 3787591 by Keli.Hlodversson
Add tps files for OpenCV
Change 3788478 by Mike.Beach
Switching over the MR calibration process to use the new MotionController source ID (rather than the deprecated Hand enum). Also, adding device attachment selection to the first calibration step and switching it to use the new modular interface system.
#jira UEVR-1042, UEVR-1045, UEVR-1046
Change 3789836 by Jeff.Fisher
UE-53069 Editor crashes on open without SteamVR attached
-needed to check we are in stereo and device exists.
-Note just having the morpheus plugin enabled creates a device, so you need to have that disabled to reproduce this bug
#jira UE-53069
Change 3789841 by Mike.Beach
CIS fix - fallout from CL 3787272.
Change 3790102 by Jeff.Fisher
UE-53079 Packaging for android results in a critical error referencing global shader FHdrCustomResolveFMask4xPS
-Android shader compiler is a bit pickier on parameter matching, fixed the parameter.
#jira UE-53079
Change 3790174 by Jeff.Fisher
UE-53084 Mac editor crashes on open, Failed to compile global shader FWideCustomResolve8_2x_truePS
-Another shader parameter match.
#jira UE-53084
Change 3791727 by Mike.Beach
Fallout from CL 3787272 - missed use of now deprecated Hand property on MotionController components.
#jira UE-53080
Change 3766717 by Mike.Beach
Adding a TrackingToWorld transform to IXRTrackingSystem - default impl updates the cached transform once per frame (at the begining) and determines it from the project's camera setup (making the assumption the camera's root is the XR origin).
Change 3771327 by Ryan.Vance
#jira UE-52513
Fixing console rendering. The ortho projections were taking screen percentage of the panel into account for size instead of pixeldensity * ideal size.
Change 3773348 by Mike.Beach
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
Change 3787240 by Mike.Beach
Adopting IMotionController changes from anim team (in support of LiveLink)...
- MotionControllerComponent EControllerHand Hand is deprecated, replaced by FName MotionSource
- Blueprint get set nodes for the Hand property will still function but will warn as deprecated, this is achieved via using deprecated BlueprintGetter and BlueprintSetter on the property (plus a change to UHT to allow that to compile)
- MotionSource Setter node has pin customization to show choice box instead of standard FName text box.
- New base class for motion controllers XRMotionControllerBase.h/cpp
- Provides default implementations for new functions (Enumerate Source, Custom Parameter etc)
- Provides wrapper functions that take EControllerHand so that the controllers themselves dont have to change.
- Motion Source custom choice box. Polls MotionControllers for sources via EnumerateSources interface. Also allows custom text type in. Is Exposed to details panel and setter pin (as above).
- Added a Dev-VR custom version for reading the Hand property and moving it to MotionSource
#jira UE-52783
Change 3787975 by Ryan.Vance
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
[CL 3794679 by Mike Beach in Main branch]
2017-12-07 13:42:10 -05:00
|
|
|
}
|
|
|
|
|
else if (NumSamples == 2)
|
|
|
|
|
{
|
2019-10-11 15:33:31 -04:00
|
|
|
ResolveColorWideInternal<2, false>(RHICmdList, GraphicsPSOInit, CurrentFeatureLevel, SrcTexture, FmaskSRV, SrcOrigin, WideFilterWidth, DummyVB);
|
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3794640)
#lockdown Nick.Penwarden
#rb no.one
============================
MAJOR FEATURES & CHANGES
============================
Change 3543285 by Nick.Atamas
Merging using //UE4/Release-4.17/... -> //UE4/Dev-VR/... :
Fixed UEVR-852:
Adjusted Google Tango Plugins copyright to Copyright Google 2017.
Removed Apache 2.0 license.
Change 3767306 by Mike.Beach
Adopting a set of video capture fixes from Darren Pegg:
"Windows 7 : fix capture problems by reinitializing tracks, only active on windows < 8.0."
+ mirroring CL 3741444 ("Add windows 10 support to the application manifest"), which was needed for this
#jira UE-49870, UE-50217, UE-50227, UE-50224
Change 3767317 by Mike.Beach
[MR] Fixing up the mixed reality framework's async BP nodes (handling MediaPlayer assets set to not play-on-open - preventing a crash and keeping the stream playing), so they work with the changes to the WMF media player introduced in CL 3767306.
#jira UEVR-910
Change 3767484 by Mike.Beach
Correcting user facing messages/tooltips to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3767489 by Mike.Beach
Correcting source comment to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3768155 by Ryan.Vance
#jira UE-52089
Fixing cardboard only rendering in one eye.
Change 3769011 by Douglas.Copeland
Removing Clipping Planes from TM-HMDNodes (Level and LevelBP. Feature removed). Rebuilding Map.
Change 3769195 by Douglas.Copeland
Removing AA PostProcessing Volumes in TM-VRSmoke. AA does not change via PP Volumes since 4.14
Change 3769256 by Douglas.Copeland
Removing TM-VRLandscapeFoliage Map. Never used in suite/bloat.
Change 3769453 by Douglas.Copeland
Resaving content to resolve engine content warning
Change 3771076 by Keli.Hlodversson
Add missing const to a ref parameter.
Change 3771141 by Keli.Hlodversson
Fix world locked stereo layer positions on SteamVR when there is a camera component representing the HMD.
#jira UE-52353
Change 3771602 by Mike.Beach
Replacing temp Rift controller models with official ones from Oculus.
#jira UEVR-830
Change 3774877 by Mike.Beach
Refining MR calibration (WIP)...
- New alignment process [WIP]
- More modular calibration steps (for easier refactoring)
- Stubbed in phase for lens calibration
- Centralized interface for debug (dev) settings
Change 3774880 by Mike.Beach
Adopted changes from Oculus (SI1.21); stubbing in functionality for:
- Lens matched shading
- Dynamic screen refresh rate switching
- Added BP API calls: GetGPUUtilization, GetTiledMultiresLevel , SetTiledMultiresLevel, GetDeviceName, GetAvailableDisplayFrequencies, GetCurrentDisplayFrequency, SetDisplayFrequency
Change 3774922 by Mike.Beach
Attempting CIS fix.
Change 3774972 by Mike.Beach
Making it so you can override the material on model components from the various XR systems (via MotionController component).
Change 3774974 by Mike.Beach
Missing assets from CL 3774877.
Change 3775128 by Nick.Atamas
Merging //UE4/Partner-Google-VR @ CL 3770408 to Dev-VR (//UE4/Dev-VR)
Change 3776135 by Mike.Beach
MR [WIP] - Updating the calibration save process .
- Now save after each calibration step
- Stubbed in save data for lens distortion
- Track progress and load you to the first incomplete calibration step
Change 3777110 by Mike.Beach
[WIP] MR - Adding ability to easily mirror monitor screen.
Change 3777146 by Mike.Beach
Removing superflous ensure that some of us were hitting.
Change 3777417 by Mike.Beach
[WIP] MR - Fixing alignment adjustment controls to match mirrored monitor.
Change 3777436 by Nick.Atamas
Initial check in of AugmentedReality module and ARKit support for it.
Also adding QAARApp to test the use of these systems.
Change 3778009 by Nick.Atamas
Missing file
Change 3778067 by Nick.Atamas
Fixing CIS
Change 3778155 by Nick.Atamas
Spot merging CL 3777463 //UE4/Partner-Google-VR to //UE4/Dev-VR
Change 3778209 by Nick.Atamas
More CIS fixing.
Change 3778821 by Mike.Beach
[WIP] MR - Moving the alignment point system to pull from an easily modifiable DataTable (so we can change easily).
Change 3779431 by Joe.Graf
Merging using //UE4/Dev-Editor/_to_//UE4/Dev-VR/
Change 3780822 by Keli.Hlodversson
Adding OpenCV binaries plus build script to automatically fetch and rebuild it
#jira UE-52725
Change 3781037 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781046 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781049 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781129 by Joe.Graf
Fixed the warning generated by OpenCV.Build.cs
Change 3783476 by Mike.Beach
Attempt at fixing Win32 CIS errors.
Change 3783845 by Martin.Wilson
Allow deprecated properties to still be accessed in blueprints so long as they have Blueprint Getters and Setters. Allows us to have a clean deprecation path for blueprint accessed properties
Change 3784397 by Jeff.Fisher
UE-51390 GitHub 4141 : Allow VR plugins to have multiple viewports and rotated eye orientations
PR #4141: Allow VR plugins to have multiple viewports and rotated eye orientations (Contributed by AustinPuk-Conffx)
-This loosens some assumptions in the api about how many stereo render passes there are to allow plugins to implement more than we currently use for any of our plugins.
-It also starts to replace some comparison test logic with the stereo pass enum values with IStereoRendering helper functions, do avoid duplicating the expressions all over.
#jira UE-51390
#review-3779148
Change 3784545 by Jeff.Fisher
Build fix for cl 3784397, made a local variable name unique.
Change 3784553 by Chance.Ivey
Stubbing Mobile AR Template files. Needs logic, icons and copy.
Change 3784570 by Jeff.Fisher
fix for cl 3784397
-Reverted monoscopicfarfield default change, accidentaly submit
Change 3785134 by Mike.Beach
[WIP] MR - Correcting some of the alignment algorithms & adding a preview key for the new alignment.
Change 3787180 by Mike.Beach
Fixing up CIS
#jira UE-52998, UE-52996
Change 3787272 by Mike.Beach
Adopted changes from the anim team - Followup to CL 3787240.
The LiveLink framework is now implementing the new IMotionController interface, and supplying tracking+ data through the engine's MotionController components.
#jira UE-52783
Change 3787454 by Jeff.Fisher
Adding brackets after if as specific in code review.
Change 3787591 by Keli.Hlodversson
Add tps files for OpenCV
Change 3788478 by Mike.Beach
Switching over the MR calibration process to use the new MotionController source ID (rather than the deprecated Hand enum). Also, adding device attachment selection to the first calibration step and switching it to use the new modular interface system.
#jira UEVR-1042, UEVR-1045, UEVR-1046
Change 3789836 by Jeff.Fisher
UE-53069 Editor crashes on open without SteamVR attached
-needed to check we are in stereo and device exists.
-Note just having the morpheus plugin enabled creates a device, so you need to have that disabled to reproduce this bug
#jira UE-53069
Change 3789841 by Mike.Beach
CIS fix - fallout from CL 3787272.
Change 3790102 by Jeff.Fisher
UE-53079 Packaging for android results in a critical error referencing global shader FHdrCustomResolveFMask4xPS
-Android shader compiler is a bit pickier on parameter matching, fixed the parameter.
#jira UE-53079
Change 3790174 by Jeff.Fisher
UE-53084 Mac editor crashes on open, Failed to compile global shader FWideCustomResolve8_2x_truePS
-Another shader parameter match.
#jira UE-53084
Change 3791727 by Mike.Beach
Fallout from CL 3787272 - missed use of now deprecated Hand property on MotionController components.
#jira UE-53080
Change 3766717 by Mike.Beach
Adding a TrackingToWorld transform to IXRTrackingSystem - default impl updates the cached transform once per frame (at the begining) and determines it from the project's camera setup (making the assumption the camera's root is the XR origin).
Change 3771327 by Ryan.Vance
#jira UE-52513
Fixing console rendering. The ortho projections were taking screen percentage of the panel into account for size instead of pixeldensity * ideal size.
Change 3773348 by Mike.Beach
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
Change 3787240 by Mike.Beach
Adopting IMotionController changes from anim team (in support of LiveLink)...
- MotionControllerComponent EControllerHand Hand is deprecated, replaced by FName MotionSource
- Blueprint get set nodes for the Hand property will still function but will warn as deprecated, this is achieved via using deprecated BlueprintGetter and BlueprintSetter on the property (plus a change to UHT to allow that to compile)
- MotionSource Setter node has pin customization to show choice box instead of standard FName text box.
- New base class for motion controllers XRMotionControllerBase.h/cpp
- Provides default implementations for new functions (Enumerate Source, Custom Parameter etc)
- Provides wrapper functions that take EControllerHand so that the controllers themselves dont have to change.
- Motion Source custom choice box. Polls MotionControllers for sources via EnumerateSources interface. Also allows custom text type in. Is Exposed to details panel and setter pin (as above).
- Added a Dev-VR custom version for reading the Hand property and moving it to MotionSource
#jira UE-52783
Change 3787975 by Ryan.Vance
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
[CL 3794679 by Mike Beach in Main branch]
2017-12-07 13:42:10 -05:00
|
|
|
}
|
|
|
|
|
else if (NumSamples == 4)
|
|
|
|
|
{
|
2019-10-11 15:33:31 -04:00
|
|
|
ResolveColorWideInternal<4, false>(RHICmdList, GraphicsPSOInit, CurrentFeatureLevel, SrcTexture, FmaskSRV, SrcOrigin, WideFilterWidth, DummyVB);
|
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3794640)
#lockdown Nick.Penwarden
#rb no.one
============================
MAJOR FEATURES & CHANGES
============================
Change 3543285 by Nick.Atamas
Merging using //UE4/Release-4.17/... -> //UE4/Dev-VR/... :
Fixed UEVR-852:
Adjusted Google Tango Plugins copyright to Copyright Google 2017.
Removed Apache 2.0 license.
Change 3767306 by Mike.Beach
Adopting a set of video capture fixes from Darren Pegg:
"Windows 7 : fix capture problems by reinitializing tracks, only active on windows < 8.0."
+ mirroring CL 3741444 ("Add windows 10 support to the application manifest"), which was needed for this
#jira UE-49870, UE-50217, UE-50227, UE-50224
Change 3767317 by Mike.Beach
[MR] Fixing up the mixed reality framework's async BP nodes (handling MediaPlayer assets set to not play-on-open - preventing a crash and keeping the stream playing), so they work with the changes to the WMF media player introduced in CL 3767306.
#jira UEVR-910
Change 3767484 by Mike.Beach
Correcting user facing messages/tooltips to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3767489 by Mike.Beach
Correcting source comment to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3768155 by Ryan.Vance
#jira UE-52089
Fixing cardboard only rendering in one eye.
Change 3769011 by Douglas.Copeland
Removing Clipping Planes from TM-HMDNodes (Level and LevelBP. Feature removed). Rebuilding Map.
Change 3769195 by Douglas.Copeland
Removing AA PostProcessing Volumes in TM-VRSmoke. AA does not change via PP Volumes since 4.14
Change 3769256 by Douglas.Copeland
Removing TM-VRLandscapeFoliage Map. Never used in suite/bloat.
Change 3769453 by Douglas.Copeland
Resaving content to resolve engine content warning
Change 3771076 by Keli.Hlodversson
Add missing const to a ref parameter.
Change 3771141 by Keli.Hlodversson
Fix world locked stereo layer positions on SteamVR when there is a camera component representing the HMD.
#jira UE-52353
Change 3771602 by Mike.Beach
Replacing temp Rift controller models with official ones from Oculus.
#jira UEVR-830
Change 3774877 by Mike.Beach
Refining MR calibration (WIP)...
- New alignment process [WIP]
- More modular calibration steps (for easier refactoring)
- Stubbed in phase for lens calibration
- Centralized interface for debug (dev) settings
Change 3774880 by Mike.Beach
Adopted changes from Oculus (SI1.21); stubbing in functionality for:
- Lens matched shading
- Dynamic screen refresh rate switching
- Added BP API calls: GetGPUUtilization, GetTiledMultiresLevel , SetTiledMultiresLevel, GetDeviceName, GetAvailableDisplayFrequencies, GetCurrentDisplayFrequency, SetDisplayFrequency
Change 3774922 by Mike.Beach
Attempting CIS fix.
Change 3774972 by Mike.Beach
Making it so you can override the material on model components from the various XR systems (via MotionController component).
Change 3774974 by Mike.Beach
Missing assets from CL 3774877.
Change 3775128 by Nick.Atamas
Merging //UE4/Partner-Google-VR @ CL 3770408 to Dev-VR (//UE4/Dev-VR)
Change 3776135 by Mike.Beach
MR [WIP] - Updating the calibration save process .
- Now save after each calibration step
- Stubbed in save data for lens distortion
- Track progress and load you to the first incomplete calibration step
Change 3777110 by Mike.Beach
[WIP] MR - Adding ability to easily mirror monitor screen.
Change 3777146 by Mike.Beach
Removing superflous ensure that some of us were hitting.
Change 3777417 by Mike.Beach
[WIP] MR - Fixing alignment adjustment controls to match mirrored monitor.
Change 3777436 by Nick.Atamas
Initial check in of AugmentedReality module and ARKit support for it.
Also adding QAARApp to test the use of these systems.
Change 3778009 by Nick.Atamas
Missing file
Change 3778067 by Nick.Atamas
Fixing CIS
Change 3778155 by Nick.Atamas
Spot merging CL 3777463 //UE4/Partner-Google-VR to //UE4/Dev-VR
Change 3778209 by Nick.Atamas
More CIS fixing.
Change 3778821 by Mike.Beach
[WIP] MR - Moving the alignment point system to pull from an easily modifiable DataTable (so we can change easily).
Change 3779431 by Joe.Graf
Merging using //UE4/Dev-Editor/_to_//UE4/Dev-VR/
Change 3780822 by Keli.Hlodversson
Adding OpenCV binaries plus build script to automatically fetch and rebuild it
#jira UE-52725
Change 3781037 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781046 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781049 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781129 by Joe.Graf
Fixed the warning generated by OpenCV.Build.cs
Change 3783476 by Mike.Beach
Attempt at fixing Win32 CIS errors.
Change 3783845 by Martin.Wilson
Allow deprecated properties to still be accessed in blueprints so long as they have Blueprint Getters and Setters. Allows us to have a clean deprecation path for blueprint accessed properties
Change 3784397 by Jeff.Fisher
UE-51390 GitHub 4141 : Allow VR plugins to have multiple viewports and rotated eye orientations
PR #4141: Allow VR plugins to have multiple viewports and rotated eye orientations (Contributed by AustinPuk-Conffx)
-This loosens some assumptions in the api about how many stereo render passes there are to allow plugins to implement more than we currently use for any of our plugins.
-It also starts to replace some comparison test logic with the stereo pass enum values with IStereoRendering helper functions, do avoid duplicating the expressions all over.
#jira UE-51390
#review-3779148
Change 3784545 by Jeff.Fisher
Build fix for cl 3784397, made a local variable name unique.
Change 3784553 by Chance.Ivey
Stubbing Mobile AR Template files. Needs logic, icons and copy.
Change 3784570 by Jeff.Fisher
fix for cl 3784397
-Reverted monoscopicfarfield default change, accidentaly submit
Change 3785134 by Mike.Beach
[WIP] MR - Correcting some of the alignment algorithms & adding a preview key for the new alignment.
Change 3787180 by Mike.Beach
Fixing up CIS
#jira UE-52998, UE-52996
Change 3787272 by Mike.Beach
Adopted changes from the anim team - Followup to CL 3787240.
The LiveLink framework is now implementing the new IMotionController interface, and supplying tracking+ data through the engine's MotionController components.
#jira UE-52783
Change 3787454 by Jeff.Fisher
Adding brackets after if as specific in code review.
Change 3787591 by Keli.Hlodversson
Add tps files for OpenCV
Change 3788478 by Mike.Beach
Switching over the MR calibration process to use the new MotionController source ID (rather than the deprecated Hand enum). Also, adding device attachment selection to the first calibration step and switching it to use the new modular interface system.
#jira UEVR-1042, UEVR-1045, UEVR-1046
Change 3789836 by Jeff.Fisher
UE-53069 Editor crashes on open without SteamVR attached
-needed to check we are in stereo and device exists.
-Note just having the morpheus plugin enabled creates a device, so you need to have that disabled to reproduce this bug
#jira UE-53069
Change 3789841 by Mike.Beach
CIS fix - fallout from CL 3787272.
Change 3790102 by Jeff.Fisher
UE-53079 Packaging for android results in a critical error referencing global shader FHdrCustomResolveFMask4xPS
-Android shader compiler is a bit pickier on parameter matching, fixed the parameter.
#jira UE-53079
Change 3790174 by Jeff.Fisher
UE-53084 Mac editor crashes on open, Failed to compile global shader FWideCustomResolve8_2x_truePS
-Another shader parameter match.
#jira UE-53084
Change 3791727 by Mike.Beach
Fallout from CL 3787272 - missed use of now deprecated Hand property on MotionController components.
#jira UE-53080
Change 3766717 by Mike.Beach
Adding a TrackingToWorld transform to IXRTrackingSystem - default impl updates the cached transform once per frame (at the begining) and determines it from the project's camera setup (making the assumption the camera's root is the XR origin).
Change 3771327 by Ryan.Vance
#jira UE-52513
Fixing console rendering. The ortho projections were taking screen percentage of the panel into account for size instead of pixeldensity * ideal size.
Change 3773348 by Mike.Beach
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
Change 3787240 by Mike.Beach
Adopting IMotionController changes from anim team (in support of LiveLink)...
- MotionControllerComponent EControllerHand Hand is deprecated, replaced by FName MotionSource
- Blueprint get set nodes for the Hand property will still function but will warn as deprecated, this is achieved via using deprecated BlueprintGetter and BlueprintSetter on the property (plus a change to UHT to allow that to compile)
- MotionSource Setter node has pin customization to show choice box instead of standard FName text box.
- New base class for motion controllers XRMotionControllerBase.h/cpp
- Provides default implementations for new functions (Enumerate Source, Custom Parameter etc)
- Provides wrapper functions that take EControllerHand so that the controllers themselves dont have to change.
- Motion Source custom choice box. Polls MotionControllers for sources via EnumerateSources interface. Also allows custom text type in. Is Exposed to details panel and setter pin (as above).
- Added a Dev-VR custom version for reading the Hand property and moving it to MotionSource
#jira UE-52783
Change 3787975 by Ryan.Vance
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
[CL 3794679 by Mike Beach in Main branch]
2017-12-07 13:42:10 -05:00
|
|
|
}
|
|
|
|
|
else if (NumSamples == 8)
|
|
|
|
|
{
|
2019-10-11 15:33:31 -04:00
|
|
|
ResolveColorWideInternal<8, false>(RHICmdList, GraphicsPSOInit, CurrentFeatureLevel, SrcTexture, FmaskSRV, SrcOrigin, WideFilterWidth, DummyVB);
|
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3794640)
#lockdown Nick.Penwarden
#rb no.one
============================
MAJOR FEATURES & CHANGES
============================
Change 3543285 by Nick.Atamas
Merging using //UE4/Release-4.17/... -> //UE4/Dev-VR/... :
Fixed UEVR-852:
Adjusted Google Tango Plugins copyright to Copyright Google 2017.
Removed Apache 2.0 license.
Change 3767306 by Mike.Beach
Adopting a set of video capture fixes from Darren Pegg:
"Windows 7 : fix capture problems by reinitializing tracks, only active on windows < 8.0."
+ mirroring CL 3741444 ("Add windows 10 support to the application manifest"), which was needed for this
#jira UE-49870, UE-50217, UE-50227, UE-50224
Change 3767317 by Mike.Beach
[MR] Fixing up the mixed reality framework's async BP nodes (handling MediaPlayer assets set to not play-on-open - preventing a crash and keeping the stream playing), so they work with the changes to the WMF media player introduced in CL 3767306.
#jira UEVR-910
Change 3767484 by Mike.Beach
Correcting user facing messages/tooltips to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3767489 by Mike.Beach
Correcting source comment to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3768155 by Ryan.Vance
#jira UE-52089
Fixing cardboard only rendering in one eye.
Change 3769011 by Douglas.Copeland
Removing Clipping Planes from TM-HMDNodes (Level and LevelBP. Feature removed). Rebuilding Map.
Change 3769195 by Douglas.Copeland
Removing AA PostProcessing Volumes in TM-VRSmoke. AA does not change via PP Volumes since 4.14
Change 3769256 by Douglas.Copeland
Removing TM-VRLandscapeFoliage Map. Never used in suite/bloat.
Change 3769453 by Douglas.Copeland
Resaving content to resolve engine content warning
Change 3771076 by Keli.Hlodversson
Add missing const to a ref parameter.
Change 3771141 by Keli.Hlodversson
Fix world locked stereo layer positions on SteamVR when there is a camera component representing the HMD.
#jira UE-52353
Change 3771602 by Mike.Beach
Replacing temp Rift controller models with official ones from Oculus.
#jira UEVR-830
Change 3774877 by Mike.Beach
Refining MR calibration (WIP)...
- New alignment process [WIP]
- More modular calibration steps (for easier refactoring)
- Stubbed in phase for lens calibration
- Centralized interface for debug (dev) settings
Change 3774880 by Mike.Beach
Adopted changes from Oculus (SI1.21); stubbing in functionality for:
- Lens matched shading
- Dynamic screen refresh rate switching
- Added BP API calls: GetGPUUtilization, GetTiledMultiresLevel , SetTiledMultiresLevel, GetDeviceName, GetAvailableDisplayFrequencies, GetCurrentDisplayFrequency, SetDisplayFrequency
Change 3774922 by Mike.Beach
Attempting CIS fix.
Change 3774972 by Mike.Beach
Making it so you can override the material on model components from the various XR systems (via MotionController component).
Change 3774974 by Mike.Beach
Missing assets from CL 3774877.
Change 3775128 by Nick.Atamas
Merging //UE4/Partner-Google-VR @ CL 3770408 to Dev-VR (//UE4/Dev-VR)
Change 3776135 by Mike.Beach
MR [WIP] - Updating the calibration save process .
- Now save after each calibration step
- Stubbed in save data for lens distortion
- Track progress and load you to the first incomplete calibration step
Change 3777110 by Mike.Beach
[WIP] MR - Adding ability to easily mirror monitor screen.
Change 3777146 by Mike.Beach
Removing superflous ensure that some of us were hitting.
Change 3777417 by Mike.Beach
[WIP] MR - Fixing alignment adjustment controls to match mirrored monitor.
Change 3777436 by Nick.Atamas
Initial check in of AugmentedReality module and ARKit support for it.
Also adding QAARApp to test the use of these systems.
Change 3778009 by Nick.Atamas
Missing file
Change 3778067 by Nick.Atamas
Fixing CIS
Change 3778155 by Nick.Atamas
Spot merging CL 3777463 //UE4/Partner-Google-VR to //UE4/Dev-VR
Change 3778209 by Nick.Atamas
More CIS fixing.
Change 3778821 by Mike.Beach
[WIP] MR - Moving the alignment point system to pull from an easily modifiable DataTable (so we can change easily).
Change 3779431 by Joe.Graf
Merging using //UE4/Dev-Editor/_to_//UE4/Dev-VR/
Change 3780822 by Keli.Hlodversson
Adding OpenCV binaries plus build script to automatically fetch and rebuild it
#jira UE-52725
Change 3781037 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781046 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781049 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781129 by Joe.Graf
Fixed the warning generated by OpenCV.Build.cs
Change 3783476 by Mike.Beach
Attempt at fixing Win32 CIS errors.
Change 3783845 by Martin.Wilson
Allow deprecated properties to still be accessed in blueprints so long as they have Blueprint Getters and Setters. Allows us to have a clean deprecation path for blueprint accessed properties
Change 3784397 by Jeff.Fisher
UE-51390 GitHub 4141 : Allow VR plugins to have multiple viewports and rotated eye orientations
PR #4141: Allow VR plugins to have multiple viewports and rotated eye orientations (Contributed by AustinPuk-Conffx)
-This loosens some assumptions in the api about how many stereo render passes there are to allow plugins to implement more than we currently use for any of our plugins.
-It also starts to replace some comparison test logic with the stereo pass enum values with IStereoRendering helper functions, do avoid duplicating the expressions all over.
#jira UE-51390
#review-3779148
Change 3784545 by Jeff.Fisher
Build fix for cl 3784397, made a local variable name unique.
Change 3784553 by Chance.Ivey
Stubbing Mobile AR Template files. Needs logic, icons and copy.
Change 3784570 by Jeff.Fisher
fix for cl 3784397
-Reverted monoscopicfarfield default change, accidentaly submit
Change 3785134 by Mike.Beach
[WIP] MR - Correcting some of the alignment algorithms & adding a preview key for the new alignment.
Change 3787180 by Mike.Beach
Fixing up CIS
#jira UE-52998, UE-52996
Change 3787272 by Mike.Beach
Adopted changes from the anim team - Followup to CL 3787240.
The LiveLink framework is now implementing the new IMotionController interface, and supplying tracking+ data through the engine's MotionController components.
#jira UE-52783
Change 3787454 by Jeff.Fisher
Adding brackets after if as specific in code review.
Change 3787591 by Keli.Hlodversson
Add tps files for OpenCV
Change 3788478 by Mike.Beach
Switching over the MR calibration process to use the new MotionController source ID (rather than the deprecated Hand enum). Also, adding device attachment selection to the first calibration step and switching it to use the new modular interface system.
#jira UEVR-1042, UEVR-1045, UEVR-1046
Change 3789836 by Jeff.Fisher
UE-53069 Editor crashes on open without SteamVR attached
-needed to check we are in stereo and device exists.
-Note just having the morpheus plugin enabled creates a device, so you need to have that disabled to reproduce this bug
#jira UE-53069
Change 3789841 by Mike.Beach
CIS fix - fallout from CL 3787272.
Change 3790102 by Jeff.Fisher
UE-53079 Packaging for android results in a critical error referencing global shader FHdrCustomResolveFMask4xPS
-Android shader compiler is a bit pickier on parameter matching, fixed the parameter.
#jira UE-53079
Change 3790174 by Jeff.Fisher
UE-53084 Mac editor crashes on open, Failed to compile global shader FWideCustomResolve8_2x_truePS
-Another shader parameter match.
#jira UE-53084
Change 3791727 by Mike.Beach
Fallout from CL 3787272 - missed use of now deprecated Hand property on MotionController components.
#jira UE-53080
Change 3766717 by Mike.Beach
Adding a TrackingToWorld transform to IXRTrackingSystem - default impl updates the cached transform once per frame (at the begining) and determines it from the project's camera setup (making the assumption the camera's root is the XR origin).
Change 3771327 by Ryan.Vance
#jira UE-52513
Fixing console rendering. The ortho projections were taking screen percentage of the panel into account for size instead of pixeldensity * ideal size.
Change 3773348 by Mike.Beach
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
Change 3787240 by Mike.Beach
Adopting IMotionController changes from anim team (in support of LiveLink)...
- MotionControllerComponent EControllerHand Hand is deprecated, replaced by FName MotionSource
- Blueprint get set nodes for the Hand property will still function but will warn as deprecated, this is achieved via using deprecated BlueprintGetter and BlueprintSetter on the property (plus a change to UHT to allow that to compile)
- MotionSource Setter node has pin customization to show choice box instead of standard FName text box.
- New base class for motion controllers XRMotionControllerBase.h/cpp
- Provides default implementations for new functions (Enumerate Source, Custom Parameter etc)
- Provides wrapper functions that take EControllerHand so that the controllers themselves dont have to change.
- Motion Source custom choice box. Polls MotionControllers for sources via EnumerateSources interface. Also allows custom text type in. Is Exposed to details panel and setter pin (as above).
- Added a Dev-VR custom version for reading the Hand property and moving it to MotionSource
#jira UE-52783
Change 3787975 by Ryan.Vance
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
[CL 3794679 by Mike Beach in Main branch]
2017-12-07 13:42:10 -05:00
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{
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// Need to implement more.
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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3055495 on 2016/07/19 by Marc.Olano
Allow Noise material node on mobile
No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions.
#jira UE-33345
Change 3055602 on 2016/07/19 by Luke.Thatcher
Fix crash bug in D3D11 RHI when selecting adapters.
- Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device).
#jira UE-33236
Change 3055890 on 2016/07/19 by Daniel.Wright
Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was
Change 3055891 on 2016/07/19 by Daniel.Wright
Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports
* This will effectively double partial distiance field update costs until clipping of the update regions is implemented
Change 3055892 on 2016/07/19 by Daniel.Wright
Higher poly light source shapes drawn into reflection captures
Change 3055893 on 2016/07/19 by Daniel.Wright
More info to 'Incompatible surface format' GNM assert
Change 3055904 on 2016/07/19 by Daniel.Wright
Reflection environment normalization improvements
* Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely.
* When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene.
* Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data.
* The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness
* Removed unused r.DiffuseFromCaptures
* Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8
Change 3055905 on 2016/07/19 by Daniel.Wright
Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV
Change 3059486 on 2016/07/21 by Nick.Penwarden
Testing #uecritical
Change 3060558 on 2016/07/21 by Daniel.Wright
Fixed skylight with specified cubemap being black
Change 3061999 on 2016/07/22 by Marcus.Wassmer
Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up.
Change 3062241 on 2016/07/22 by Daniel.Wright
Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms
Change 3062244 on 2016/07/22 by Daniel.Wright
Discard old prenormalized reflection environment data on load
Change 3062283 on 2016/07/22 by Daniel.Wright
MSAA support for the forward renderer
* AntiAliasing method is chosen in Rendering project settings, DefaultSettings category
* Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing
* Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA
* The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content
* Added r.MSAACount which defaults to 4
* Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve
* GBuffer targets are no longer allocated when using the forward renderer
* Decal blend modes that write to the GBuffer fall back to SceneColor emissive only
Change 3062666 on 2016/07/23 by Uriel.Doyon
Added legend to streaming accuracy viewmodes
Added a new helper class FRenderTargetTemp to be reused in different canvas rendering.
Exposed the pass through pixel shader so that it can be reused.
#review-3058986 @marcus.wassmer
Change 3063023 on 2016/07/25 by Luke.Thatcher
Fix "RecompileShaders Changed" when using Cook On The Fly.
#jira UE-33573
Change 3063078 on 2016/07/25 by Ben.Woodhouse
Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc
Change 3063315 on 2016/07/25 by Ben.Woodhouse
Fix div 0 in motion blur. This caused artifacts in some fairly common cases
#jira UE-32331
Change 3063897 on 2016/07/25 by Uriel.Doyon
Fixed missing qualifier on interpolants
Change 3064559 on 2016/07/26 by Ben.Woodhouse
Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
Tested fix on xbox, PC and PS4, using QAGame
#jira UE-28592
Change 3064896 on 2016/07/26 by Ben.Woodhouse
Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16)
Change 3064913 on 2016/07/26 by Ben.Marsh
Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings.
Change 3065326 on 2016/07/26 by Uriel.Doyon
Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
#jira UE-32585
Change 3065541 on 2016/07/26 by Daniel.Wright
Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading
Change 3065543 on 2016/07/26 by Daniel.Wright
Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
Change 3065545 on 2016/07/26 by Daniel.Wright
Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale.
Fixed reflection capture feedback with base pass reflections
Change 3066783 on 2016/07/27 by Daniel.Wright
Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot
Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3)
Change 3066794 on 2016/07/27 by Daniel.Wright
Fixed crash rendering planar reflections due to NULL PostProcessSettings
Change 3067412 on 2016/07/27 by Daniel.Wright
Fix for OpenGL4 with uint interpolator
Change 3068470 on 2016/07/28 by Daniel.Wright
Fixed crash rendering translucency with translucent shadows which were determined to be invisible
Change 3069046 on 2016/07/28 by Daniel.Wright
Handle null Family in SetupAntiAliasingMethod
Change 3069059 on 2016/07/28 by Daniel.Wright
Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface)
Change 3069391 on 2016/07/28 by Daniel.Wright
Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright
Change 3070369 on 2016/07/29 by Daniel.Wright
r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing
Change 3070370 on 2016/07/29 by Daniel.Wright
Bumped reflection capture DDC version to get rid of legacy prenormalized data
Change 3070680 on 2016/07/29 by Marcus.Wassmer
Fix slate ensure that is most likely a timing issue exposed by rendering.
#ue-33902
Change 3070811 on 2016/07/29 by Marcus.Wassmer
Fix ProjectLauncher errors when loading old versions
#ue-33939
Change 3070971 on 2016/07/29 by Uriel.Doyon
Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory
Change 3071452 on 2016/07/31 by Uriel.Doyon
Updated the legend description for the (texture streaming) primitive distance accuracy view mode
[CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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